Where is the creator of this ocean tile, please. What is his name?:
I had find this tile months along into this forum.
The F4Spain would like use the ocean tile for the teather of Spanish territory, including the Canary and Balearic Islands and the North African cities of Ceuta and Melilla and put the name of the creator into the credits of our theater. Please.
Thank you very much.
Excuse me my English
Cordialmente,
NOTE: Apologies my English. I use Google Translator
If i did texture work nowadays i'd go for the BMS exe and make high color textures out of pics...
I messed with water quite some nights too... Well i'm not really an artist but the problem i had was that water looks different at different angles and heights... :/ OS it might look good from low level but bad from altitude... or vice versa
I see people re-doing seatiles again and again...but the issue is always the same: RESPECT THE SCALE
If you do a 256x256 tile... One Pixel = 4 Meters! (Or 512pix = 2 m)
The picture must take care of that, or otherwise you screw:
a) The sense of speed
b) The sense of altitude
From my point of view... the terrain its more important to me than the airplanes (although i love new highly detailed models) but almost nobody does anything for the terrain, maybe in a near future we can see terrain shadowing and with a little of luck several terrain levels too.
And about spainish photoreallistic (its more ortophoto) check this site of links to other ortophotos sites, you maybe know it but just in case, for your spain theater. http://www.uco.es/~bb1rofra/mapas.html
In the Navarra's web page (the best one from my point of view) you even can fly in the 3d map with incredible elevation, ive lived in there and i can tell you that there is no difference between the 3d map and a photo.
Guys you are forgetting a few things perhaps.. first if you use sat imagery, you will have up to 1 million textures in texture.zip if the theater is 100% land.. so even something like Korea is gonna be 300k textures..and therefore at 128x128 res..1 gig of textures or 4 gig at 256....thats gonna be one problem.. next problme is placing them..
well I have a way to place them automatically and it works.. and as Ive been trying for a year to promote.. we only need photo quality or sat imagery for coastlines, citys etc..in other words places of interest... again I have the perfect way to make these tiles using either only USGS data or any type of photo imagery including sat images.. I cant for the life of me understand why I cant get any help or support to bring this to 100% perfection.. automated unique tile production and placement.. thats the future and I have 99% of the answers.. pictures at Frugals under thread..Improving F4 graphics
Dont we have a 4096 tile limit tho, in the texture.zip? I have no hassle with the concept of MEGA sized texture.zip's if the thing looks awesome, but we do have that limit still dont we? Or have BMS sorted that out?
Daniel "Zaggy" Bell
Old-School, Grumpy and Anti-Social
Also to be found lurking round FighterOps
Zaggy, perhaps you are correct. I have never been able to find out..even Julian Onions did not seem to know. At any rate I have tried with both more and less than 4096 but never got conclusive results.. some of my tests where with 1024 new tiles, no old ones. Yet sometimes I had problems.. my test screenshots at Frugals are with 4096 +- a few and obviously work for the most part. Do you know who might have the answer to limitations like this?
I have appealed high and lo for some basic help with this and other issues but no one seems willing to step forward.
So if you past more than 4096 offsets in L2 (more than 4096 tiles) you will screw up the terrain and you will see weird things..., like weird tiles in the furter distances.
Does the BMS exe alter this? or does it only negate the fartiles? Cos yeah, my understanding of F4 Tiling/Theaters is the same as Com_GP just explained.
Daniel "Zaggy" Bell
Old-School, Grumpy and Anti-Social
Also to be found lurking round FighterOps