F4ME Textures

Terrain / Theater editing

Moderators: Lone Wolf, Snake Man

Guest

F4ME Textures

Post by Guest »

Howdy Snakeman, you have any idea when the new tiles will be renamed? I'm kinda anxious to get my segments set and move on to another set. LOL. Anyways, whats the latest word from Julian Onions on the theater problem?

BTW I have created a skyfix for the ME theater as well as picked a new music track for the campaign. Im going to call up Schumi ASAP next week.

Later
Guest

Re: F4ME Textures

Post by Guest »

BTW I cant believe nobody renamed the plain desert sand texture pcx! What were we thinking? :D
Guest

Re: F4ME Textures

Post by Guest »

> Howdy Snakeman, you have any idea when the new tiles will be renamed?

Hehe sorry I'm been really busy the last few days, but now I think there is time to rename the tiles and create new texture.bin (final maybe?).

> whats the latest word from Julian Onions on the theater problem?

What problem are you referring to?

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Snake Man
Guest

Re: F4ME Textures

Post by Guest »

T-bone you referring to the ability for terrains in campaigns?
Guest

Re: F4ME Textures

Post by Guest »

Nah, not the campaign problem... the last I heard they were having problems with units in the ocean, we shouldn't have as much trouble since ours is 90% land. Anywho, the problem(s) im talking about is the problem with the fartiles files. BTW snakeman, I think I may have to edit one more tile but no renaming is needed. All else is fine... I'm quite impressed that about 1/16th of the theater has been completed already, though I'd guess it must be mainly dunes since we didn't have the plain sand texture (!!!). I'm quite excited about in-game shots once they will be ready... a ton of ppl think the F4ME project is BS for some reason... perhaps they dont believe that all the new textures coulda been created... but I'm living proof. Hehe. Now looking back on those 4 months of creating tiles and redrawing satellite textures, I'm positive it will be worth it from the look of how things will be in terrainview's 3d view. Looks like the community will be in for a suprise once the in game screenies are all set eh? :))
Guest

Re: F4ME Textures

Post by Guest »

its like chopping down a tree t-bone, you just have to keep hacking. No pun intended.
Guest

Re: F4ME Textures

Post by Guest »

i always hope julian could add some advanced option to speed up hand-tiling. like some monomorphous hill/moutains/desert areas, what you need is "packs" of tiles, say 4 well-aligned (2x2) tiles in a pack, or 3x3, 4x4, etc.
In this way, segment-tiling could be done easier.
Guest

Re: F4ME Textures

Post by Guest »

ccc, how are you going to get away with larger tiles when you have roads and rivers to deal with. I think the current tile size is fine. If you want to tile a larger area just right click mouse and drag and fill.
Guest

Re: F4ME Textures

Post by Guest »

brewskie,
my idea for Terrainview is NOT usig larger individual tiles.
say, check the airbase tiles, you know one airbase texture is made of 6 specific tiles.
why not glu them together, and treat it as a "pack" for dragging and positioning?
similarly, airbase tiles could be simplified to several "pack"s, hill/moutain/coastline tile could be done in this way too.

Desert terrain just remind me of this old idea.
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Re: F4ME Textures

Post by Snake Man »

New tiles packet for F4ME is now ready. It is 11,2mb of size.

It contains 194 sets, 1816 tiles Image

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Schumi
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Re: F4ME Textures

Post by Schumi »

quote:Originally posted by Snake_Man:
New tiles packet for F4ME is now ready. It is 11,2mb of size.

It contains 194 sets, 1816 tiles Image
If wanted, I can do the resizings to M, L and T tile size. But unfortunately I don't have time to recolor them according to texture.bin sets.

As mentioned in another forum mail, the recoloring of the non-night lighting tiles is no problem, but the city/night lighting tiles are a big task. I'll ask Julian to make a perl script which allows to set night lighting pixels automatically on a H, M, L and T tile at the correct position. I think he should be able to do that. This would speed up the recoloring of night lighting tiles enormously.

Regarding the resizing, I can do that next week, but regarding other tasks: I'm doing a psychiatric practice in the clinic from Monday until Friday, so probably I won't have much time, but from the next weekend on I should be able to help out if still needed.


Another thing that will make you much work to do:

For a correct ground unit movement you will also have to create new paths and area definitions for each new tile you created. Fred is working on a tool called "PathMaker" which allows to do that on a user-friendly GUI, but nevertheless it's probably much work!

I asked to include an option that allows to export and import added or modified path/area data so that more people can work on a set of tiles.

FYI - Fred also identified wrong paths in some of the original korean tiles. Some airbase tiles for example do have wrong paths. These errors may contribute to the "Unit on runway" bug and may be resolved by corrected paths later.
Manfred "Schumi" Nelles
Image
ccc
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Re: F4ME Textures

Post by ccc »

great! I'd like to get those ground units out of my runways! Image

BTW, so we can have some river patrol ships on right path?
ccc
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Re: F4ME Textures

Post by ccc »

Hi Tbone,
whiling searching F4 phantom info, found this link for you, with nice IRAF shots.

http://members.tripod.com/~Wobert/iran.html
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Re: F4ME Textures

Post by Snake Man »

F4ME MidEast new tile packet is now uploaded. People who are tiling the theater should take this notice and head to egroups/yahoo/whatever/F4ME to check out the link.

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T Bone
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Re: F4ME Textures

Post by T Bone »

Please ignore above post... tiles package needs more refinement and editing. Sorry Image
Exec. Producer- F4ME: Iran Theater
Q/A Tiler/ Artist- PMC: ODS Theater
Advisor- Flashpoint: Afghanistan
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Re: F4ME Textures

Post by Snake Man »

Corel Photoshop (8) scripts to resize pcx images

M tiles:
WITHOBJECT "CorelPhotoPaint.Automation.8"
.SetDocumentInfo 128, 128
.ImageResample 64, 64, 128, 128, TRUE
END WITHOBJECT

L tiles:
WITHOBJECT "CorelPhotoPaint.Automation.8"
.SetDocumentInfo 128, 128
.ImageResample 32, 32, 128, 128, TRUE
END WITHOBJECT

T tiles:
WITHOBJECT "CorelPhotoPaint.Automation.8"
.SetDocumentInfo 128, 128
.ImageResample 16, 16, 128, 128, TRUE
END WITHOBJECT

I never got those to work on my corel v10

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Schumi
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Re: F4ME Textures

Post by Schumi »

quote:Originally posted by Snake_Man:
Corel Photoshop (8) scripts to resize pcx images

M tiles:
WITHOBJECT "CorelPhotoPaint.Automation.8"
.SetDocumentInfo 128, 128
.ImageResample 64, 64, 128, 128, TRUE
END WITHOBJECT

L tiles:
WITHOBJECT "CorelPhotoPaint.Automation.8"
.SetDocumentInfo 128, 128
.ImageResample 32, 32, 128, 128, TRUE
END WITHOBJECT

T tiles:
WITHOBJECT "CorelPhotoPaint.Automation.8"
.SetDocumentInfo 128, 128
.ImageResample 16, 16, 128, 128, TRUE
END WITHOBJECT

I never got those to work on my corel v10

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Snake Man
Well, perhaps you have to change the ".8" to ".10" ? Image

If not - just make your own ones for v10. As v8 already had a macro scripting function, v10 should have it, too.

Load a H*.pcx tile and start recording afterwards. Go to Image resizing and select 64*64. Stop recording. Do the same with 32*32 and 16*16. That's it Image.

Later,
Schumi
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Image
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Re: F4ME Textures

Post by Snake Man »

quote:Originally posted by Schumi:
Well, perhaps you have to change the ".8" to ".10" ? Image
Ok now I got the script working. I opened all H tiles, then started the M script but it only resized the one image that was active.

Hmm how should I configure it to resize all H tiles automatically?

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Re: F4ME Textures

Post by Snake Man »

BAH!

This fast I figured out how to do it, doh! :-)

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Re: F4ME Textures

Post by Snake Man »

This is really off topic but its 0431hrs and I'm tired as ..

I made ODS tiles with corel photopaint, then I compared the M tile from corel and runtiles. Here is the result, you tell me if its good or not and why is that.

Image

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[This message has been edited by Snake_Man (edited March 15, 2001).]
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Re: F4ME Textures

Post by ccc »

my 2c, runtile colors at junction area appear homogenized, make it "blocky". turn it brighter for smoother transition.
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Re: F4ME Textures

Post by Widowmaker »

Well I see a difference... Image

the corel version seems a bit darker and slightly more contrast..as were the runtiles vrsion looks smoother...

did you trid to compare it in fligh...is there a noticible difference..???

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Re: F4ME Textures

Post by Snake Man »

Sure there is difference if we look 64x64 resolution image to 6:1 zoom Image

But I say, C'mon when you're dodging that badass SA-2 at 550kts near Baghdad and AAA is tracking you nearby... Will you notice that difference?

I dont. Even I did, will it be bad, that image looks pretty same to me on overall view.

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