New tiles for ODS
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New tiles for ODS
In first trial I have loaded arable tiles and coast. I am not to worry about desert, they are rather bland and indistinguishable.
Though arable is totally different matter and it immediately shows its ugly face of repetition. But all in all it is rather not bad for the start and there is a potential... and challenge. Bear in mind that to save on time I have used original arable palette. So when new palette is added then textures would be better. Certain seamless problem seen on the shots I know how to correct , but how to make arable generic with ONE tile definitely I do not.
http://i364.photobucket.com/albums/oo83 ... 4test3.jpg
The other problem I have noticed that the tiles show late even that I have included all H, M and L tiles in the texture zip. I do not produce yet shot from the distance , but they do not have those new textures and they pop up. I guess more problems there will be than just that.
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Re: New tiles for ODS
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Re: New tiles for ODS
BTW you surely have noticed me editing your posts with images. There is no written rule (actually any rules) in PMC Tactical forums, but its usually nice to hotlink (visible) only small sized images like 100kb or so, if we start to do 300-500kb images, then suddenly a topic weights several megabytes which is not nice to load. Also I know how difficult it is to maintain image quality when going small sizes, but photoshops save to web is quite nice on that. Basic rule of thumb is that if you post a 5 images all about 100kb or so and then one is 150kb, I wont kill you for it, but if all images posted are like 300kb, then they are too large.
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Re: New tiles for ODS
At some near point I would like to test sea textures. It is part of all coastal tiles which is pretty few . Finding that something is not right with this tile would force to make changes in all of coastal tiles , which I would like to avoid. However, sea tile requires an edit of new palette. Lucky I have already all tiles in LCOST7A (that is where the sea texture resides, right?) made, so perhaps I would see the coastal tiles there in truer colors.
Can someone please tell me the procedure how to change the palette ? Are there perhaps any tools to do any of that ?
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Re: New tiles for ODS
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Re: New tiles for ODS
It is my initial understanding and guess that tbin2txt.pl script will create korea.txt ( what is texture.bin here? )When we have made new tiles to add, then use tbin2txt.pl to produce the text file from default korean texture.bin like:
./tbin2txt.pl texture.bin >korea.txt
in the end of korea.txt, add your own textures like:
SET 4
HDYNE100.pcx 0 0
HDYNE101.pcx 0 0
HDYNE102.pcx 0 0
HDYNE103.pcx 0 0
HDYNE104.pcx 0 0
HDYNE105.pcx 0 0
HDYNE106.pcx 0 0
HDYNE107.pcx 0 0
HDYNE108.pcx 0 0
ENDSET
Now were ready to create the mytextures.bin, use the perl txt2bin.pl with command line:
./txt2bin.pl korea.txt >mytextures.bin
To create M, L and T tiles we suggest you run the runtiles batch file we created. Inside the zip is readme.txt (cannot find) which should guide your tile creation process. After you have made M, L and T tiles from the original H tiles, just add your new .pcx tiles to texture.zip, copy new texture.bin (mytextures.bin) to the texture dir and fire up Tinstall.exe, SPTinstal.exe or FFTinstall to rebuild terrain with new textures as it creates new fartiles.raw file. (tbin2txt.pl and txt2bin.pl scripts in here).
Then after I create korea.txt (script makes it like "open") I can amend that if I have new tiles to be aded and then by script command: "./txt2bin.pl korea.txt >mytextures.bin" I should make my own mytexture.bin.
Perhaps the question I have at this juncture: do I need to make all this if I am NOT adding any new tiles with new names, but just repainting the existing set? However, new tiles are having new pcxses with new colors and palettes. Those palettes bother me how I let the F4 know that they are new.
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Re: New tiles for ODS
What is texture.bin here? ... its the... texture.bin (?)It is my initial understanding and guess that tbin2txt.pl script will create korea.txt ( what is texture.bin here? )

Well makes it open, hehe not really. Try this command in your dosbox:Then after I create korea.txt (script makes it like "open")
Code: Select all
dir >polak.txt
Correct.I can amend that if I have new tiles to be aded and then by script command: "./txt2bin.pl korea.txt >mytextures.bin" I should make my own mytexture.bin.
But I think the basic question here is that if you only edit existing tiles, you don't need to touch texture.bin at all, if you ADD new tiles or tile-sets, then you need to edit the text format texture.bin and convert it back to texture.bin again.
Also notice that if you add tile-sets between tile-sets and create new texture.bin, then all tiling in the theater.L2 will be broken for the tile offset's that come after your just added tile-set(s)... so if you must add tiles, be absolutely sure that you add them at the END OF THE existing tile-set's list.
If I'm not explaining this clearly, feel free to ask me specific questions and examples and I'm happy to help you.
Oh btw, if and when we need to add more tiles into ODS, I'm going to do it so you don't have to worry about it. All you need to worry, is to create same palette tiles in batches of 1 to 16.
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Re: New tiles for ODS
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Re: New tiles for ODS
Yes, simple as that.Polak wrote:Is it just replacing the pcxs with new pictures with new palette and nothing to edit anywhere else in any of the files?
In fact you don't even need to worry about the M, L and T tiles, just replace H ones and fly. You only see the new tiles close to your aircraft, in far distance you see the old tiles/palette. I did just that with the new nevada tile testing.
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Re: New tiles for ODS
One more thing SM, do you know any batch converter or should I use PS action?
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Re: New tiles for ODS
Here is the sample of desert tiles and the coast. There is a potential no doubt, but there are many pitfalls in F4 graphic engine as well.
First repetition, which is downright ugly and with photo realistic textures so evident. But with new added tiles to each type of coast ( at least IMHO 3 or even 4) we could get really very good look and effect.
Then there is sea which from close up looks decent, but from far requires some of works. Can't figure what happened to this sea tile to have so bad colors. Some mistake in palette. Any idea?
http://i364.photobucket.com/albums/oo83 ... ample2.jpg
I was using Palettemaker program to make the best optimized palette out of 16 pictures. I have removed 4 last colors (for night lighting) which turned to be magenta, cyan, white and blue ( assigned automatically by the PM program). This is good for easy recognition, but I think that need to change them as they need to be painted in into the picture in places where the lights at night will be present. Right? Cyan color would be pretty obvious for a day, magenta even more.
Using Batch Converters is little dangerous. I used Xview free batch converter, but it messed up Z-Soft PCX format @ resampling. Falcon4 crashed because of that. Making resampling in PS "by hand" was long and tedious, but cured the problem.
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Re: New tiles for ODS
For the nevada tile tests the first time I used IrFanview, I have no clue if it messes up anything in the tiles when batch converting to pcx, at least the tiles looked OK.Polak wrote:do you know any batch converter or should I use PS action?
Hmm maybe its because you don't have the palette and/or M, L and T tiles correctly?Can't figure what happened to this sea tile to have so bad colors. Some mistake in palette. Any idea?
Yeah, the last 4 color slots show up in the night.I have removed 4 last colors (for night lighting) which turned to be magenta, cyan, white and blue ( assigned automatically by the PM program). This is good for easy recognition, but I think that need to change them as they need to be painted in into the picture in places where the lights at night will be present. Right?
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Re: New tiles for ODS
in my sets XCOST00F is a full sea tile and XCOST60F (which is group of shore tiles) . I made the latter with exact palette like the rest of the group, the single XCOST00F has its own palette. Maybe there is another group of tiles with that sea tile in it?
What you say about making more shore tile groups? I could produce more sets of shore tiles in pretty "shore" order

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Re: New tiles for ODS
Yeah more shore / coast tiles would be nice, there is a lot of fighting going on in the Saudi - Kuwait coastline, so definitely improved tiles there would have great impact.
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Re: New tiles for ODS
To make new full set of tiles does not take me THAT long. As long as I know that the directions we are taking is with some visual impact I am more than willing to make few more sets. I wonder just about frequency of use certain tiles.
Should there be few more sets of the same group of terrain available in ODS, which of them would be used the most often? Is is random and automatic, or this needs to be revised using terrain tools (CATE?).
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Re: New tiles for ODS
I tried to read this few times but I just don't get the question?Should there be few more sets of the same group of terrain available in ODS, which of them would be used the most often? Is is random and automatic, or this needs to be revised using terrain tools (CATE?).
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Re: New tiles for ODS
my question was: if you have new tiles how the program is using them and how it distributes them over the terrain? Is it controlled or random?
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Re: New tiles for ODS

We can take altitude elevation into the config too, like for 5-25ft place X1 tile with X1,X2 and X3, then for 25-50ft replace X1 tile with X4, X5 and X6 etc... things like that. Or we can make it like replace X1 with X1,X1,X1,X1,X1,X2,X3 so the original tile is much more used but the few others are sprinkled here and there.
Basically the possible configurations with CATE are endless

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Re: New tiles for ODS
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Re: New tiles for ODS
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Re: New tiles for ODS
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Re: New tiles for ODS
Meanwhile I am trying to squash this problem of the sea tile in those foul colors. I have noticed that original ODS had HCOST00 with only 25 colors. Mine is 255-4. Any significance here?
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Re: New tiles for ODS
Can you double check the palettes for the tiles in the set, containing that ocean tile?
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Re: New tiles for ODS
Doesn't make any difference.Polak wrote:I have noticed that original ODS had HCOST00 with only 25 colors. Mine is 255-4. Any significance here?
Just use HCOST00F and there is nothing to worry about. If the tile goes bad ingame, then the PCX file is somehow improperly saved or something like that which makes F4 engine to puke on it.Can you double check the palettes for the tiles in the set, containing that ocean tile?
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Re: New tiles for ODS
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Re: New tiles for ODS
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Re: New tiles for ODS
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Re: New tiles for ODS
So far already quite significant amount of time went to research, and painting them. And as I have mentioned, those shown before were just initial tiles of the city which as of now have been already substituted by something what I consider little better.
Not to be accused of boasting ( well I am a little here

I am presenting those shots here for others to catch the enthusiasm and join forces on this Project. There is some significant work ahead, not only on the painting but also the terrain. And do not worry... those will be the only shots to be published for a time being.


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Re: New tiles for ODS
I wish I had 1/2 of your graphics skill. Unfortunately, I do not.

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Re: New tiles for ODS
a. What are tiles CITYC0, city center?
b. What road configuration is on tiles listed below?
CITY831,CITY832,CITY834,CITY838
c. Is WOOD21 (city with roads, but no woods) and CITY83 any different?
d. ARAB50 has only 1 transition to arable (ARAB504) rest city with roads, is this correct?
e. Is VEGE12 and VEGE20 any different?
f.ZCITY83 vs. CITY83, is one of them not used?
g.What acronym SWAM mean and what is this nature?
Thanks
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Re: New tiles for ODS
I believe those are the exact tiles you're trying to generate; random placement generic terrain type tiles. These happen to be city ones.Polak wrote:a. What are tiles CITYC0, city center?
Those are roads from: 831 north, 832 east, 834 south and 838 west.b. What road configuration is on tiles listed below?
CITY831,CITY832,CITY834,CITY838
Hmm they are the same graphically, in fact hwood21* series is missing the road ending 1, 2, 4 and 8 tiles. Good catch, I'll put this on bug list as possible missing tiles.c. Is WOOD21 (city with roads, but no woods) and CITY83 any different?
Thanks

Looks that way, its strange indeed, it only has the city-road to arable land terrain type transition tile to south... no others. Very weird. Thanks again, I added this to possible bugs list.d. ARAB50 has only 1 transition to arable (ARAB504) rest city with roads, is this correct?
Appears to be the same graphically, perhaps this is placeholder issue. Maybe the original texture.bin file in text format would have some comments, as I cant remember anything specific for this tile-set. Again added to possible bugs list.e. Is VEGE12 and VEGE20 any different?
HZCITY83* series is obvious placeholder as its just 128 res Korean tiles. Would be great if you could create these tiles matching to a look of city in that terrain type (terrain type which escapes from me now, ZCITY hum... cant remember hehe).f.ZCITY83 vs. CITY83, is one of them not used?
Absolutely no idea... it might even date back to Korea texture.bin! who knows. Maybe its the korean "swamp" tile-set, dunno(?).g.What acronym SWAM mean and what is this nature?

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Re: New tiles for ODS
SM,Snake Man wrote:Absolutely no idea... it might even date back to Korea texture.bin! who knows. Maybe its the korean "swamp" tile-set, dunno(?).g.What acronym SWAM mean and what is this nature?
I believe you are correct. This is the SWAMP series of tiles from the original Korean theater.
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Re: New tiles for ODS
I hit lately the remaking ODS airbases with the following result:



They are using photoreal background which looks OK as long as there is an alignment wit the runway (which BTW is not as on shot#3). I realize that this may cause some problem for other bases where the direction of runways is not as on the examples presented. So perhaps I will blot out the runways and hope that misalignment will not be so severe.
Q#1 can the base be moved little inland as there is some problems wit the coast bases ?
Q#2 is there any list available for all ODS airbases where the model of base (texture number) is noted?
Q#3 can the fact that my shore line of the coast tiles "encroach" into the land more than in the originals - be of a problem for a vehicle movement (it is already for the 3Dobject placement on the bases ) ?
Q#4 I can make unique coast airbase tiles back into the sea - no problem here, but Q3 is about other shore tiles.
It is a lot of work I realize that well now , but hopefully with worthy results.
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Re: New tiles for ODS
Yes, should be no problem to move one x,y coordinates.Polak wrote:Q#1 can the base be moved little inland as there is some problems wit the coast bases ?
Hmm can't remember, use forum search for airbase into this ODS forum area, you should get quite many matches and maybe some of them are some help.Q#2 is there any list available for all ODS airbases where the model of base (texture number) is noted?
Hmm I don't think there is many objectives in the coast tiles, unless they are harbours. I don't see that as a problem.Q#3 can the fact that my shore line of the coast tiles "encroach" into the land more than in the originals - be of a problem for a vehicle movement (it is already for the 3Dobject placement on the bases ) ?
Well I would say only if there is real life reference to this airbase. I believe the Khark Island (or something I really cant remember) in Iran has this kind of airbase. But its all have to be done case by case with google earth to verify that these airbases are indeed next to a water.Q#4 I can make unique coast airbase tiles back into the sea - no problem here, but Q3 is about other shore tiles.
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Re: New tiles for ODS
my humble 2c, since ODS or other 512 theaters have many airbases.. you may make generic base tiles for most popular bases first. Unless we are ready to work on brand new airbase models, generic tiles should be enough.
for airbases near coast, some popular bases may need dedicated tiles.. just like Wonson airbase tile in default korea theater.
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Re: New tiles for ODS
My point is: I can still change the background of the bases, but I would prefer that the ground (read nature) around the bases were true to life. That is the factor of the main terrain file and it is related to request for review of it. This is the reason for my post. In addition to showing of the progress.
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Re: New tiles for ODS
yeah, we knew it.. the terrain need fine-tuning.. some area is green, not totally sand brown.My point is: I can still change the background of the bases, but I would prefer that the ground (read nature) around the bases were true to life.
in this case, maybe a re-tiling by CATE, or manual tiling on some areas of interest.
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Re: New tiles for ODS
I have made already numerous revisions and versions to the tiles I made originally and at this point, for the sake of saving on time, I would rather try to steer clear of unnecessary experimentation. If that is not possible, kindly please let me know.
On my end the progress is, I think, quite satisfactory and normally I would rather try to proceed without bothering for CATE changes, but having only one ARABLE generic tile I am little stuck and unable to make proper decision how to proceed further.
In my estimate I have made approximately 60-65% of the entire job.
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Re: New tiles for ODS
