F4ME Textures
Moderators: Lone Wolf, Snake Man
F4ME Textures
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
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
Re: F4ME Textures
BTW I cant believe nobody renamed the plain desert sand texture pcx! What were we thinking? 

Re: F4ME Textures
> 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
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
Re: F4ME Textures
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?
)

Re: F4ME Textures
its like chopping down a tree t-bone, you just have to keep hacking. No pun intended.
Re: F4ME Textures
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.
In this way, segment-tiling could be done easier.
Re: F4ME Textures
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.
Re: F4ME Textures
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.
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
New tiles packet for F4ME is now ready. It is 11,2mb of size.
It contains 194 sets, 1816 tiles
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Snake Man
It contains 194 sets, 1816 tiles

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Snake Man
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Re: F4ME Textures
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.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
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


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Re: F4ME Textures
great! I'd like to get those ground units out of my runways! 
BTW, so we can have some river patrol ships on right path?

BTW, so we can have some river patrol ships on right path?
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Re: F4ME Textures
Hi Tbone,
whiling searching F4 phantom info, found this link for you, with nice IRAF shots.
http://members.tripod.com/~Wobert/iran.html
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
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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Snake Man
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Re: F4ME Textures
Please ignore above post... tiles package needs more refinement and editing. Sorry

Exec. Producer- F4ME: Iran Theater
Q/A Tiler/ Artist- PMC: ODS Theater
Advisor- Flashpoint: Afghanistan
Q/A Tiler/ Artist- PMC: ODS Theater
Advisor- Flashpoint: Afghanistan
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Re: F4ME Textures
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
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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Re: F4ME Textures
Well, perhaps you have to change the ".8" to ".10" ?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

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

Later,
Schumi
Manfred "Schumi" Nelles


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Re: F4ME Textures
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.quote:Originally posted by Schumi:
Well, perhaps you have to change the ".8" to ".10" ?
Hmm how should I configure it to resize all H tiles automatically?
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Re: F4ME Textures
BAH!
This fast I figured out how to do it, doh!
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Snake Man
This fast I figured out how to do it, doh!

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

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[This message has been edited by Snake_Man (edited March 15, 2001).]
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Re: F4ME Textures
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
Well I see a difference... 
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..
Widowmaker

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..

Widowmaker
Widmak
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Re: F4ME Textures
Sure there is difference if we look 64x64 resolution image to 6:1 zoom 
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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Snake Man

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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