ODS Airbase Tiles "To-Do" list

Operation Desert Storm theater

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Post by Snake Man »

Khronik wrote:I havent cut up my completed airbases yet since I was waiting to send them as one package though I send you them uncut if you like then you can format them.
Cut them into pieces but you dont have to worry about filenames, when cutted please send them right away, or if you have server to host them then let me know about the link.

Thanks.

Is 26_08 AB the same as 08_26 but with an inverted axis?
Yes.
Do I have to flip 26_08 so it will work right since its sourced from 08_26? And if so witch axis do I flip it, HORIZONTAL or VERTICAL?
No need to flip them, same tiles will work.
This applies to a couple that I have been assigned so if its the case i can just take the latter and flip it and make sure its using the right ODS terrain surrounding.
Well if you just flip the tiles, then they arent that much different, they just use up space and look the same from another direction. We just use same tile-set for 26_08 and 08_26 or if we do new ones, they aren't going to be flips.
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Post by SUBS17 »

Ok which one do you guys want me to do?
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Post by Sherlock »

SUBS17 wrote:Ok which one do you guys want me to do?
It's up to you. Pick one of the remaining ones in the first post that is not done or assigned to anyone. You can take the entire airbase assignment (all different types of interfacing terrain) or you can just take one type of interfacing terrain for that airbase heading. Just post here in this thread and I will update the first post with your choice(s).

I don't know your level of experience with graphics editing/creation but how about starting small? How about taking this one:

36_18 Airbase (will change to GEN AFB), need the following airbase tiles in Priority order:
- AB to D - 1 airbase uses this terrain

Sound good?
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Post by SUBS17 »

Sounds good, I'll let ya know if I get stuck.
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Post by Sherlock »

SUBS17 wrote:Sounds good, I'll let ya know if I get stuck.
Ok, I've updated the first post to reflect the 36_18 Airbase, AB to Desert tile set is assigned to you SUBS17.
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Post by SUBS17 »

Which tiles does the airbase use, I've checked the pdf but no details are given?
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Post by Sherlock »

SUBS17 wrote:Which tiles does the airbase use, I've checked the pdf but no details are given?
Ha!
That's a very good question! I had to go into AF to see what they used for terrain tiles under the GEN_AFB (36_18). There are none of these in the Korean theater btw. You have to go to the Balkans theater to find this airbase model.

Seems they used a shortened version of the SUNAN tiles. So you can do the same for your tiles you need to make OR if you feel very artistic you can make some from scratch and let's see how they come out. Your call.
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Post by Malc »

Sherlock,

Is this the kind of thing you're after?
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Post by SUBS17 »

Sherlock wrote:
SUBS17 wrote:Which tiles does the airbase use, I've checked the pdf but no details are given?
Ha!
That's a very good question! I had to go into AF to see what they used for terrain tiles under the GEN_AFB (36_18). There are none of these in the Korean theater btw. You have to go to the Balkans theater to find this airbase model.

Seems they used a shortened version of the SUNAN tiles. So you can do the same for your tiles you need to make OR if you feel very artistic you can make some from scratch and let's see how they come out. Your call.
That helps it had question marks next to the description, I'll have a look in Balkans.
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Post by SUBS17 »

Ok I've found 6 tiles which look quite similar to Sunan as you described it is quite a short strip. Is this the one you guys want done:
HBASE571.pcx
HBASE572.pcx
HBASE573.pcx
HBASE574.pcx
HBASE575.pcx
HBASE578.pcx
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Post by Sherlock »

Malc wrote:Sherlock,

Is this the kind of thing you're after?
@ Malc: Yes. But what would you think about making the interior airbase dirt texture a darker shade since this is forest exterior tiles? Would that be possible? :)
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Post by Sherlock »

SUBS17 wrote:Ok I've found 6 tiles which look quite similar to Sunan as you described it is quite a short strip. Is this the one you guys want done:
HBASE571.pcx
HBASE572.pcx
HBASE573.pcx
HBASE574.pcx
HBASE575.pcx
HBASE578.pcx
Yes, those are the correct starting base tiles for SUNAN (from the AF BALKANS/KOREA texture.zip file).
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Post by Khronik »

Im almost done cutting up all my AB's into PCX, havent had tons of time these last few days. I noticed that 21_03 Airbase isnt referenced in that Korea AB PDF list. There is mention of a 03_21. Are these related / interchangeable?
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Post by Malc »

Sherlock wrote:
Malc wrote:Sherlock,

Is this the kind of thing you're after?
@ Malc: Yes. But what would you think about making the interior airbase dirt texture a darker shade since this is forest exterior tiles? Would that be possible? :)
I tried that, and it just doesn't look right... but that could have been my crappy artistic skills(!?).

For the dirt to be darker, I need to make the roads and paths the same and they get lost to the point they almost ain't there.
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Post by Snake Man »

Khronik wrote:There is mention of a 03_21. Are these related / interchangeable?
Yep should work just fine. I'm holding back the Iran release here waiting for the tiles from all of you, so when they are ready please remember to send them right away.
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Post by Khronik »

Roger..

Im wrapping up.... Just double checking them now.

EDIT: IM DONE WITH THESE AB TILES.

Im still uncertain about the whole reversing flipping. Is 30_12 and 12_30 EXACTLY the same or is 12_30 mirror or flip of 30_12?

I need to know this so I can upload the AB PCX tiles.
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Post by Sherlock »

Khronik wrote:Roger..

Im wrapping up.... Just double checking them now.

EDIT: IM DONE WITH THESE AB TILES.

Im still uncertain about the whole reversing flipping. Is 30_12 and 12_30 EXACTLY the same or is 12_30 mirror or flip of 30_12?

I need to know this so I can upload the AB PCX tiles.
The one set of tiles is intended to be used for both heaings of airbase models. Shouldn't be a problem. We can create a new set from your originals later if it does turn out to be a problem and flip them around.
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Post by Khronik »

Sherlock wrote:
Khronik wrote:Roger..

Im wrapping up.... Just double checking them now.

EDIT: IM DONE WITH THESE AB TILES.

Im still uncertain about the whole reversing flipping. Is 30_12 and 12_30 EXACTLY the same or is 12_30 mirror or flip of 30_12?

I need to know this so I can upload the AB PCX tiles.
The one set of tiles is intended to be used for both heaings of airbase models. Shouldn't be a problem. We can create a new set from your originals later if it does turn out to be a problem and flip them around.
Im not sure if you can just "flip them around". If you want the AB terrain tiles to line up with their neighboring tiles then they will need to be in the default position. If you rotate the textures it will work but the edges where the AB tiles meet the surrounding areas might have a outline since the tiles were meant to align only in their default position. Then again im not exactly sure but i would think that would happen.

Tiles uploaded, check ur PMs.
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Post by Snake Man »

Khronik wrote:Im still uncertain about the whole reversing flipping. Is 30_12 and 12_30 EXACTLY the same or is 12_30 mirror or flip of 30_12?
Its the same, dont worry about it.
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Post by Closter »

Khronik wrote:
Im still uncertain about the whole reversing flipping. Is 30_12 and 12_30 EXACTLY the same or is 12_30 mirror or flip of 30_12?

Its the same, dont worry about it.

Good news! So my 05_23 is then 23_05... ---> DONE :-)
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Post by Sherlock »

SUSPENSE DATE: Please get your assigned tiles to me no later than Mar 23, 2007. We want to wrap this up and go live! :)

I've updated the original post with all finished tiles that I have received (except Malc: Please send yours to me)
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Re: ODS Airbase Tiles "To-Do" list

Post by Snake Man »

Sherlock wrote:SUSPENSE DATE: Please get your assigned tiles to me no later than Mar 23, 2007. We want to wrap this up and go live! :)
Whats this date? :)
Highway Strip NS, need the following airstrip tiles in Priority order:
- AS to Desert (D)-10 airstrips use this terrain DONE
Highway Strip EW, need the following airstrip tiles in Priority order:
- AS to D - 6 airstrips use this terrain DONE
Done, by who?
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Post by Khronik »

Ill take on ALL remaining tiles... Should be done by tomorrow.

Mar 23rd is too far from now.

Khronik.
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Post by Snake Man »

Khronik, halt! I have some important information before you proceed.

As we spoke earlier in the topic about the same airbase like 02_20 / 20_02, what I meant that only ONE (1) set of tiles fits for both airbases. There is no mirroring, there is no flipping, there is no inverting of anykind on these airbases. When you create these "two way oriented" airbases, just use the one type.

This is the list of which airbases you only create one tile-set.

02_20 (dont create 20_02)
05_23 (dont create 23_05)
08_26 (dont create 26_08)
12_30 (dont create 30_12)
14_32 (dont create 32_14)

Sorry if I was confusing before. Hope this is clear list now of which airbases not to duplicate.
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Post by Khronik »

Snake Man wrote:Khronik, halt! I have some important information before you proceed.

As we spoke earlier in the topic about the same airbase like 02_20 / 20_02, what I meant that only ONE (1) set of tiles fits for both airbases. There is no mirroring, there is no flipping, there is no inverting of anykind on these airbases. When you create these "two way oriented" airbases, just use the one type.

This is the list of which airbases you only create one tile-set.

02_20 (dont create 20_02)
05_23 (dont create 23_05)
08_26 (dont create 26_08)
12_30 (dont create 30_12)
14_32 (dont create 32_14)

Sorry if I was confusing before. Hope this is clear list now of which airbases not to duplicate.
Yeah after asking around I got the impression that they were the same so i did not invert or flip any of the similar AB's (ie, 02_20 - 20_02). One thing though, although they use the same AB, according to Sherlock's To-Do list, one might use different terrain surrounding than the other. In the pack i submitted there are entries for both Eg. 30_12 and 12_30. They share 2 similar terrain surround, but one uses desert and the other uses city.
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Post by Snake Man »

Oh one more thing, when you save the pcx's, please leave the index 252-255 palette to pure WHITE and save same palette to all tiles in one tile-set.

Otherwise I have to re-palette them and usually it loses some color then depending how bad the it will be. I can do that re-palette thing, no problem, but it kills me as the image always gets just little bit poorer quality by like that :(
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Post by Khronik »

Snake Man wrote:Oh one more thing, when you save the pcx's, please leave the index 252-255 palette to pure WHITE and save same palette to all tiles in one tile-set.

Otherwise I have to re-palette them and usually it loses some color then depending how bad the it will be. I can do that re-palette thing, no problem, but it kills me as the image always gets just little bit poorer quality by like that :(
Oh boy.. Ther was over 130 tiles that I saved individually so I really hope i dont have to re cut them all over again.

Lets get this PCX pallet straight.. When im saving, I used converted to indexed color. Do I have to use a specific palette? and if so, can you explain a bit more about what it should contain.

If theres a problem with the tiles PCX pal then ill go back and re-cut them all, id rather that than lowering the quality.

EDIT : I can also save them as 24bit BMPs and you can convert them into the right PCX format if you have a batch method to convert. Let me know.
Last edited by Khronik on 2007-03-15 21:28:15, edited 1 time in total.
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Re: ODS Airbase Tiles "To-Do" list

Post by Sherlock »

Snake Man wrote:
Sherlock wrote: SUSPENSE DATE: Please get your assigned tiles to me no later than Mar 23, 2007. We want to wrap this up and go live! :)
Whats this date? :)
This effort seemed to be stretching out too far to me (as well as to others or so I hear ;) ) so i decided to set a REASONABLE finish date for all involved to finish up their tiles or to declare they could not finish them so they could be assigned to someone else. Merely being tidy. I know this date will work for me since I still have mine to finish (been sick here recently).
Snake Man wrote:
Sherlock wrote: Highway Strip NS, need the following airstrip tiles in Priority order:
- AS to Desert (D)-10 airstrips use this terrain DONE
Highway Strip EW, need the following airstrip tiles in Priority order:
- AS to D - 6 airstrips use this terrain DONE
Done, by who?
I did these tiles already remember? I made a post on them. viewtopic.php?t=20951
Last edited by Sherlock on 2007-03-15 21:45:25, edited 1 time in total.
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Post by Sherlock »

Snake Man wrote:Oh one more thing, when you save the pcx's, please leave the index 252-255 palette to pure WHITE and save same palette to all tiles in one tile-set.

Otherwise I have to re-palette them and usually it loses some color then depending how bad the it will be. I can do that re-palette thing, no problem, but it kills me as the image always gets just little bit poorer quality by like that :(
We are going to have to have more than one airbase per tile set or we are going to run out of tile set "space". So choosing which airbase goes into each tile set and setting the proper palette should be done by the person putting the tiles into the texture.zip/texture.bin (namely me! :) )

Otherwise, we're going to wind up with something screwed up IMHO.
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Post by Snake Man »

Khronik wrote:Oh boy.. Ther was over 130 tiles that I saved individually so I really hope i dont have to re cut them all over again.
You dont need to cut them over again.
Lets get this PCX pallet straight.. When im saving, I used converted to indexed color. Do I have to use a specific palette? and if so, can you explain a bit more about what it should contain
Its all explained in the texture tutorial

Check the tutorial and if you have more specific questions, ask and I'll try to be more detailed or more specific example for this situation. I just dont know what else to say right now, besides copy pasting the text from the tutorial in here heh.
If theres a problem with the tiles PCX pal then ill go back and re-cut them all, id rather that than lowering the quality.
No need for that now, its barely noticeable but it differs from tile to tile, depends on the palette etc (dunno I'm not graphics expert). But as said, its not that big of a deal, just in ideal situation the original tile author (cutter) should set the palette per tile-set.
EDIT : I can also save them as 24bit BMPs and you can convert them into the right PCX format if you have a batch method to convert. Let me know.
Its no matter if I have to do it myself, I mean I have no clue how to "re-order" the palette indexes so there is no lowering of the quality of the image.

I think it sounds more bad than it really is, you will understand it better when you follow up the tutorials and learn how its done.
Sherlock wrote:This effort seemed to be stretching out too far to me
Considering the old times, I actually think we're doing good progress. I cant remember any exact dates but the original old school ODS v0.512 tile work took months I believe, I think Kinggeorge and Ami would remember more correctly, but at least thats how I recall it now. So definitely now this project has been going at good pace, surely I would like to have everything done yesterday, but hehe :roll:
We are going to have to have more than one airbase per tile set or we are going to run out of tile set "space".
ODS texture.bin has now 127 tile-sets and 1222 tiles.

I cant remember what the limit was, was it 256 tile sets or something?

Anyways, now I did just one airbase per tile set, but indeed I could squeeze in more if the palette lets two similar colored airbases to be added. Good point, thanks.

But then again, I think the limit was 256 sets so we are just half way there so we're good.
So choosing which airbase goes into each tile set and setting the proper palette should be done by the person putting the tiles into the texture.zip/texture.bin (namely me!)
Hmm, no I am still the one who does ODS texture.bin and tile work. I promised to teach you the procedure and I will do so when I get the initial batch of tiles in. I have already written down tons of text of the texture stuff which I can then put together into one post/tutorial/ODS tile story.
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Post by Khronik »

Ill take a look at that PMC tile tutorial..

I just formated them indexed PCX. After quickly looking at that tutorial i see what palette i need to be using. I can go back and make adustments if i can get PS to do a batch convert.
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Post by Closter »

Khronik wrote:Oh boy.. Ther was over 130 tiles that I saved individually so I really hope i dont have to re cut them all over again.

Lets get this PCX pallet straight.. When im saving, I used converted to indexed color. Do I have to use a specific palette? and if so, can you explain a bit more about what it should contain.

If theres a problem with the tiles PCX pal then ill go back and re-cut them all, id rather that than lowering the quality.
I usually do the entire base in 32 bit, then indexed 252 palette, then edit palette adding this white (or others) at the end, then cut. This way, the tiles use the same palette. If you cutted as 32 bit and then palettized, you will note the difference.

About the joining of two airbases in a single set, I think it is very good idea. If two bases have same background, palettes are not very different. Perhaps ODS is not near the sets limit, but F4Spain is very near (perhaps causing us problems with texture.* files and seasonswitcher).
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Post by Sherlock »

Snake Man wrote:
Sherlock wrote: We are going to have to have more than one airbase per tile set or we are going to run out of tile set "space".
ODS texture.bin has now 127 tile-sets and 1222 tiles.

I cant remember what the limit was, was it 256 tile sets or something?

Anyways, now I did just one airbase per tile set, but indeed I could squeeze in more if the palette lets two similar colored airbases to be added. Good point, thanks.

But then again, I think the limit was 256 sets so we are just half way there so we're good.
Yes. The limit is 256 sets. And don't forget we are going to want to come back later and add additional terrain variation from the Nevada Tileset that Qaz made. There are some really nice tiles in that theaters Texture file.
Snake Man wrote:
Sherlock wrote:So choosing which airbase goes into each tile set and setting the proper palette should be done by the person putting the tiles into the texture.zip/texture.bin (namely me!)
Hmm, no I am still the one who does ODS texture.bin and tile work. I promised to teach you the procedure and I will do so when I get the initial batch of tiles in. I have already written down tons of text of the texture stuff which I can then put together into one post/tutorial/ODS tile story.
Hey SM.... You said we could each get a piece of the theater building/ making work and not end up doing just the "grunt" work all the time when I came onboard here. I understand ALREADY the process of making the texture.zip and the texture.bin. But I need a project to work on so I can learn the "nuts and bolts" of doing it. Having you do it already just results in duplication of effort if I just redo what you've already done. I'm the one who identified all the airbase problems, I'm the one who did the analysis to determine which airbases were the highest priority in need of replacement tiles and I'm the one who recruited others to help us get this done (albeit Khronik put us all to shame! ;) ). Come on...loosen up the reigns a little and share, ok? :D
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Post by Snake Man »

Sherlock wrote:And don't forget we are going to want to come back later and add additional terrain variation from the Nevada Tileset that Qaz made.
Hmm perhaps, the jury is still out on that. I'm not sure because we already have all the terrain types covered by the old school ODS 512 tile gang in the first place. I dont recall them skipping any terrain types.

Unless I didn't understand what you mean, but right now we have desert, grazing, rough grazing, irrigated farmland, arable land and citys. Then some stuff for the mountains which is in old 128 res poor quality tiles. If you meant to replace those, then the tile-sets are already done with features and no adding of tile-sets need to be done. What did you mean exactly?
Hey SM.... You said we could each get a piece of the theater building/ making work and not end up doing just the "grunt" work all the time when I came onboard here.
Heheh folks can you belive this guys, he actually WANTS to do the tedious work in theaters. Boy if we just had few more like him I would have nothing to do! :lol:

Ok seriously, yes I have no objections you doing some more work, I'm just having hard time bossing the guys around who help, to tell them to do such huge tile work would be cruel in my opinion (and to require me to teach/coach them a lot). I have found it that people who do stuff at their free will, will produce better and faster results. Also you did mention that you need to get experience/etc with texture stuff and I didn't exactly want you to get that experience on "ODS's cost" so to speak.

I have always done the tile work for ODS and nothings changed, I have must missed the post where you requested that you really want to do the ODS tile stuff, I mean I know you want to work with ODS but I really dont recall seeing the specific tile request, especially as such would require coordination that only one guy does it. This current topic we are in is great work, but I had no idea you want and especially just decide on yourself to take upon the tile work, double especially without asking me.

Most definitely such big request should have been done clearly, perhaps in PM to really get the point through and start the coordination. But again, I guess it was just miscommunication.
I understand ALREADY the process of making the texture.zip and the texture.bin.
Okay well as I said in above, I had the impression you didn't and you wanted to get hands on experience on tiles.
But I need a project to work on so I can learn the "nuts and bolts" of doing it.
Umm... ok, so you know the stuff or dont? :?
Having you do it already just results in duplication of effort if I just redo what you've already done.
Again as I said, no duplication because I have always made the tile stuff in ODS (and well in any other theater too). I guess we can call this miscommunication as you didnt shout out that you want to specificly do ODS tiles.
I'm the one who identified all the airbase problems, I'm the one who did the analysis to determine which airbases were the highest priority in need of replacement tiles and I'm the one who recruited others to help us get this done
Yes but that has nothing to do with the actual tile work process to the bin/zip and palette thingys etc.
Come on...loosen up the reigns a little and share, ok?
Hehe again if we had more guys like you... :D

Yeah ok well so now I get it that you really, REALLY want to do some tile bin/zip palette work. Ok so lets proceed from that:

I have now already added the Khroniks work of these following tiles:

Code: Select all

Highway Strip EW, need the following airstrip tiles in Priority order: 
*** AS to IF - 7 airstrips use this terrain Assigned to Khronik - DONE (created hbase51*) 

Highway Strip NS, need the following airstrip tiles in Priority order: 
*** AS to IF - 5 airstrips use this terrain Assigned to Khronik - DONE (created hbase51*)

34_16 Airbase Rvr, need the following airbase tiles in Priority order: 
- AB to IF - 6 airbases use this terrain Assigned to Khronik-DONE (dupe of hbase3e)
*** AB to D - 6 airbases use this terrain Assigned to Khronik-DONE (overwrote hbase3a)
- AB to RG - 5 airbases use this terrain Assigned to Khronik-DONE (dupe of hbase3f)

12_30 Airbase Rvr, need the following airbase tiles in Priority order: 
- AB to RG - 4 airbases use this terrain Assigned to Khronik - DONE (dupe of hbase44)
*** AB to AL - 1 airbase uses this terrain Assigned to Khronik - DONE (overwrote hbase43*)
*** AB to C - 1 airbase uses this terrain Assigned to Khronik - DONE (created hbase50*)

30_12 Airbase Rvr, need the following airbase tiles in Priority order: 
- AB to D - 4 airbases use this terrain Assigned to Khronik - DONE (dupe of hbase2a)
- AB to RG - 2 airbases use this terrain Assigned to Khronik - DONE (dupe of hbase44)
- AB to IF - 2 airbases use this terrain Assigned to Khronik - DONE (dupe of hbase41)

Kimpo, need the following airbase tiles in Priority order: 
*** AB to IF - 3 airbases use this terrain Assigned to Khronik - DONE (created hbase52*)
*** AB to C - 3 airbases use this terrain Assigned to Khronik - DONE (created hbase53*)
*** AB to RG - 1 airbase uses this terrain Assigned to Khronik - DONE (created hbase54*)

08_26 Airbase Rvr, need the following airbase tiles in Priority order: 
*** AB to IF - 4 airbases use this terrain Assigned to Khronik - DONE (created hbase55*)
*** AB to AL - 4 airbases use this terrain Assigned to Khronik - DONE (created hbase56*)
*** AB to RG - 2 airbases use this terrain Assigned to Khronik - DONE (created hbase62*)

26_08 Airbase Rvr, need the following airbase tiles in Priority order: 
- AB to AL - 5 airbases use this terrain Assigned to Khronik - DONE (dupe of 08_26\AL)
- AB to RG - 2 airbases use this terrain Assigned to Khronik - DONE (dupe of 08_26\RG)
*** AB to D - 1 airbase uses this terrain Assigned to Khronik - DONE (created hbase61*)

02_20 Airbase Rvr, need the following airbase tiles in Priority order: 
*** AB to IF - 2 airbases use this terrain Assigned to Khronik - DONE (created hbase58*)
*** AB to C - 2 airbases use this terrain Assigned to Khronik - DONE (created hbase59*)
*** AB to RG - 1 airbase uses this terrain Assigned to Khronik - DONE (created hbase60*)
So now there is stuff renamed from his originals with color palette work, new tile-sets added into texture.bin file.

Here is the new texture.bin additions I wrote, I checked it in terrainview and it works ok:

Code: Select all

# new ODS tiles 2007
# Airbase 12_30 city
SET 4
hbase501.pcx 0 0
hbase502.pcx 0 0
hbase503.pcx 0 0
hbase504.pcx 0 0
hbase505.pcx 0 0
hbase506.pcx 0 0
ENDSET
# Airstrip EW and NS irrigated farming
SET 4
hbase511.pcx 0 0
hbase512.pcx 0 0
hbase513.pcx 0 0
hbase514.pcx 0 0
ENDSET
# Airbase kimpo irrigated farming
SET 4
hbase521.pcx 0 0
hbase522.pcx 0 0
hbase523.pcx 0 0
hbase524.pcx 0 0
hbase525.pcx 0 0
hbase526.pcx 0 0
hbase527.pcx 0 0
hbase528.pcx 0 0
ENDSET
# Airbase kimpo city
SET 4
hbase531.pcx 0 0
hbase532.pcx 0 0
hbase533.pcx 0 0
hbase534.pcx 0 0
hbase535.pcx 0 0
hbase536.pcx 0 0
hbase537.pcx 0 0
hbase538.pcx 0 0
ENDSET
# Airbase kimpo rough grazing
SET 4
hbase541.pcx 0 0
hbase542.pcx 0 0
hbase543.pcx 0 0
hbase544.pcx 0 0
hbase545.pcx 0 0
hbase546.pcx 0 0
hbase547.pcx 0 0
hbase548.pcx 0 0
ENDSET
# Airbase 08_26 / 26_08 irrigated farming
SET 4
hbase551.pcx 0 0
hbase552.pcx 0 0
hbase553.pcx 0 0
hbase554.pcx 0 0
hbase555.pcx 0 0
hbase556.pcx 0 0
ENDSET
# Airbase 08_26 / 26_08 arable land
SET 4
hbase561.pcx 0 0
hbase562.pcx 0 0
hbase563.pcx 0 0
hbase564.pcx 0 0
hbase565.pcx 0 0
hbase566.pcx 0 0
ENDSET
# Airbase 02_20 / 20_02 irrigated farming
SET 4
hbase581.pcx 0 0
hbase582.pcx 0 0
hbase583.pcx 0 0
hbase584.pcx 0 0
hbase585.pcx 0 0
hbase586.pcx 0 0
ENDSET
# Airbase 02_20 / 20_02 city
SET 4
hbase591.pcx 0 0
hbase592.pcx 0 0
hbase593.pcx 0 0
hbase594.pcx 0 0
hbase595.pcx 0 0
hbase596.pcx 0 0
ENDSET
# Airbase 02_20 / 20_02 rough grazing
SET 4
hbase601.pcx 0 0
hbase602.pcx 0 0
hbase603.pcx 0 0
hbase604.pcx 0 0
hbase605.pcx 0 0
hbase606.pcx 0 0
ENDSET
# Airbase 08_26 / 26_08 desert
SET 4
hbase611.pcx 0 0
hbase612.pcx 0 0
hbase613.pcx 0 0
hbase614.pcx 0 0
hbase615.pcx 0 0
hbase616.pcx 0 0
ENDSET
# Airbase 08_26 / 26_08 rough grazing
SET 4
hbase621.pcx 0 0
hbase622.pcx 0 0
hbase623.pcx 0 0
hbase624.pcx 0 0
hbase625.pcx 0 0
hbase626.pcx 0 0
ENDSET
Should be up to date additions, I didn't modify it elsewhere to maintain the tile offsets.

Oh btw, here is small ODS texture reports I gathered:

Code: Select all

This is list of old 128x128 res low quality poor ODS tiles.

hcapt000 - 03
hcity201 - 0f
hcity244 - 4d
hdmou101 - 0f
hdsrt001 set missing 03-15 tiles.
hfarmd47, 48
hforr201 - 0f
hmori10f, 0g
hmori201 - 04
hmrod001 - 0f
hmrod104, 06, 0b and 0d
hrivr201 - 0e
hrivr301 - 0e
hrivr501 - 06
hrrod001 - 0f
hzcit801 - 0f
hzcit833 - 3e
hzcit844, 46, 4b and 4d
hcapsfc0 - 0f
hbase340 - 05
hbase390 - 05
hbase3ca - cf
hbasefa1 - a6
htran105 and 06 I think are porked for position and river color.
harab301 and 02 same as above.
harab604, 06, 0b and 0d
hwood213, 15-17, 19-1e. same as the another city, just a dupe image.
hwrod201 and 02 I think are porked for position and river color.
hwrod211 and 12 missing.
hwrod221 and 22 missing.
hwrod231 and 32 missing.
hbase471 - 77 placeholders.

hbase3a1 set identical to hbase431. So rename 34_16\de to hbase3a* set.

hbase421 - I think I did these without letting anyone know :)
I hope that list is up to date, it should be, the last two lines might be bit n/a.

Also I made runme.bat file to rename the tiles, just in case I have to do it multiple times AND to teach you which ones was renamed how. So I'll post it here now:

Code: Select all

cd 02_20\C
ren 1.pcx hbase591.pcx
ren 2.pcx hbase592.pcx
ren 3.pcx hbase593.pcx
ren 4.pcx hbase594.pcx
ren 5.pcx hbase595.pcx
ren 6.pcx hbase596.pcx
move *.pcx ..\..\
cd ..\IF
ren 1.pcx hbase581.pcx
ren 2.pcx hbase582.pcx
ren 3.pcx hbase583.pcx
ren 4.pcx hbase584.pcx
ren 5.pcx hbase585.pcx
ren 6.pcx hbase586.pcx
move *.pcx ..\..\
cd ..\RG
ren 1.pcx hbase601.pcx
ren 2.pcx hbase602.pcx
ren 3.pcx hbase603.pcx
ren 4.pcx hbase604.pcx
ren 5.pcx hbase605.pcx
ren 6.pcx hbase606.pcx
move *.pcx ..\..\

cd ..\..\08_26\AL
ren 1.pcx hbase561.pcx
ren 2.pcx hbase562.pcx
ren 3.pcx hbase563.pcx
ren 4.pcx hbase564.pcx
ren 5.pcx hbase565.pcx
ren 6.pcx hbase566.pcx
move *.pcx ..\..\
cd ..\IF
ren 1.pcx hbase551.pcx
ren 2.pcx hbase552.pcx
ren 3.pcx hbase553.pcx
ren 4.pcx hbase554.pcx
ren 5.pcx hbase555.pcx
ren 6.pcx hbase556.pcx
move *.pcx ..\..\
cd ..\RG
ren 1.pcx hbase621.pcx
ren 2.pcx hbase622.pcx
ren 3.pcx hbase623.pcx
ren 4.pcx hbase624.pcx
ren 5.pcx hbase625.pcx
ren 6.pcx hbase626.pcx
move *.pcx ..\..\

cd ..\..\12_30\AL
ren 1.pcx hbase431.pcx
ren 2.pcx hbase432.pcx
ren 3.pcx hbase433.pcx
ren 4.pcx hbase434.pcx
ren 5.pcx hbase435.pcx
ren 6.pcx hbase436.pcx
move *.pcx ..\..\
cd ..\C
ren 1.pcx hbase501.pcx
ren 2.pcx hbase502.pcx
ren 3.pcx hbase503.pcx
ren 4.pcx hbase504.pcx
ren 5.pcx hbase505.pcx
ren 6.pcx hbase506.pcx
move *.pcx ..\..\

cd ..\..\26_08\DE
ren 1.pcx hbase611.pcx
ren 2.pcx hbase612.pcx
ren 3.pcx hbase613.pcx
ren 4.pcx hbase614.pcx
ren 5.pcx hbase615.pcx
ren 6.pcx hbase616.pcx
move *.pcx ..\..\

cd ..\..\34_16\DE
ren 1.pcx hbase3a1.pcx
ren 2.pcx hbase3a2.pcx
ren 3.pcx hbase3a3.pcx
ren 4.pcx hbase3a4.pcx
ren 5.pcx hbase3a5.pcx
ren 6.pcx hbase3a6.pcx
move *.pcx ..\..\

cd ..\..\HS_EW\IF
ren 1.pcx hbase513.pcx
ren 2.pcx hbase514.pcx
move *.pcx ..\..\

cd ..\..\HS_NS\IF
ren 1.pcx hbase511.pcx
ren 2.pcx hbase512.pcx
move *.pcx ..\..\

cd ..\..\KIMPO\C
ren 1.pcx hbase531.pcx
ren 2.pcx hbase532.pcx
ren 3.pcx hbase533.pcx
ren 4.pcx hbase534.pcx
ren 5.pcx hbase535.pcx
ren 6.pcx hbase536.pcx
ren 7.pcx hbase537.pcx
ren 8.pcx hbase538.pcx
move *.pcx ..\..\
cd ..\IF
ren 1.pcx hbase521.pcx
ren 2.pcx hbase522.pcx
ren 3.pcx hbase523.pcx
ren 4.pcx hbase524.pcx
ren 5.pcx hbase525.pcx
ren 6.pcx hbase526.pcx
ren 7.pcx hbase527.pcx
ren 8.pcx hbase528.pcx
move *.pcx ..\..\
cd ..\RG
ren 1.pcx hbase541.pcx
ren 2.pcx hbase542.pcx
ren 3.pcx hbase543.pcx
ren 4.pcx hbase544.pcx
ren 5.pcx hbase545.pcx
ren 6.pcx hbase546.pcx
ren 7.pcx hbase547.pcx
ren 8.pcx hbase548.pcx
move *.pcx ..\..\
That is of course from the RAR Khronik sent to me. Again, that should be the up to date list.

So that was all the junk :)

Now, where we go from here... rest assured, I CAN assign work for you, more than you can handle. But basically I'm still baffled how anyone would "want" to be doing this shitty tile stuff (one of the most difficult and most time consuming work), however you're said you want to do it so, so be it. You could now add the tiles on your end (airstrip and the 11_29) after receiving tile-files update from me, then you would have to send the new stuff back to me as I surely will want to validate your work (no offence, I just want to be sure all is done properly), therefore its only to give you experience you as I still have to go through the stuff to verify everything is in order.

Honestly, it would be much better and easier if you would do the next theaters tile work like Afghanistan, Nevada, Vietnam or so. I have no objections you doing the next theater when we coordinate what you're doing properly, believe me you get alot of work, believe me I will bitch on you constantly how is the progress etc.

So I guess if you insist on the tile work now then we proceed by sending you some updated files. How do you plea? ;)
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Post by Sherlock »

Snake Man wrote:
Sherlock wrote:And don't forget we are going to want to come back later and add additional terrain variation from the Nevada Tileset that Qaz made.
Hmm perhaps, the jury is still out on that. I'm not sure because we already have all the terrain types covered by the old school ODS 512 tile gang in the first place. I dont recall them skipping any terrain types.

Unless I didn't understand what you mean, but right now we have desert, grazing, rough grazing, irrigated farmland, arable land and citys. Then some stuff for the mountains which is in old 128 res poor quality tiles. If you meant to replace those, then the tile-sets are already done with features and no adding of tile-sets need to be done. What did you mean exactly?
Well, I was thinking of sub-dividing up one or more main types of terrain into two (or more) sub-categories to give much greater variation in the terrain. With such large expanses of terrain seeing the same tiles over and over and over again is boring. Mixing up with more varied sub-categories of desert (for instance) would make the terrain come alive more IMO.
Snake Man wrote:So I guess if you insist on the tile work now then we proceed by sending you some updated files. How do you plea? ;)
Ok, I see that you have already gotten most of the new work pretty much incorporated so I'll pass on ODS and do the next theater to come along. And no offense taken btw! :)
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Post by Snake Man »

Lets put the sub categories on the back burner and get the theater more or less "complete" first, we can then fiddle with the small details like variations.

Okay its a promise, we'll set you up to a huge painstaking tile work process for the upcoming theater(s) of your choosing, MuhaHaHA! :twisted:

I'll keep the text I wrote for this tile process and make complete more detailed and polished text/post of them later, so as promised you will be learning about the whole workload of doing the tile update.

Please send me the airstrip + 01_19 airbase tiles you did so I can add them in now. When I get the other guys remaining tiles those will be added in naturally. I'll try to reorganize the NEW added tiles so 2 airbases will be in one tile-set, this saves us some tile-sets in the long run.

Finally when all that stuff is done, then its the CATE configuring... sigh, hehe :roll:
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Post by Sherlock »

Snake Man wrote:Lets put the sub categories on the back burner and get the theater more or less "complete" first, we can then fiddle with the small details like variations.

Okay its a promise, we'll set you up to a huge painstaking tile work process for the upcoming theater(s) of your choosing, MuhaHaHA! :twisted:

I'll keep the text I wrote for this tile process and make complete more detailed and polished text/post of them later, so as promised you will be learning about the whole workload of doing the tile update.

Please send me the airstrip + 01_19 airbase tiles you did so I can add them in now. When I get the other guys remaining tiles those will be added in naturally. I'll try to reorganize the NEW added tiles so 2 airbases will be in one tile-set, this saves us some tile-sets in the long run.

Finally when all that stuff is done, then its the CATE configuring... sigh, hehe :roll:
I signed up for the 11_29 airbase (Arable Land), not the 01_19 airbase. I haven't finished them yet though so I can't send them yet. I will send them when I am finished along with the desert highway strip tiles I did (NS and EW).
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Post by Sherlock »

Malc wrote:
Sherlock wrote:
Malc wrote:Sherlock,

Is this the kind of thing you're after?
@ Malc: Yes. But what would you think about making the interior airbase dirt texture a darker shade since this is forest exterior tiles? Would that be possible? :)
I tried that, and it just doesn't look right... but that could have been my crappy artistic skills(!?).

For the dirt to be darker, I need to make the roads and paths the same and they get lost to the point they almost ain't there.
@Malc: Did you email your tiles to SM or to me? I never received any from you if you did.

@Snake Man: I don't think you have Closter's completed sets of tiles yet. I am emailing them to you at pmc at pmctactical dot org.
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Post by Snake Man »

Sherlock wrote:I signed up for the 11_29 airbase (Arable Land), not the 01_19 airbase. I haven't finished them yet though so I can't send them yet.
Ah okay, good.
I don't think you have Closter's completed sets of tiles yet. I am emailing them to you
Yeah I now have the tiles here. Already renamed them all and inserted into texture.bin, repalette work is to be done, but I'll do it before the Iran release.

Also I added most (if not all?) of them into CATE config. Posted update on the ODS bug topics btw.
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Post by Sherlock »

Snake Man wrote: Posted update on the ODS bug topics btw.
huh? I don't see any recent updated topic here in the ODS forum...?
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