26.09.2008, 11:03
This excellent topic has given me some ideas :
http://allaircraftsimulations.com/forum/...php?t=8272
I allways wondered what are the rules to apply textures in game. This morning, I was interested by a texture I didn't give attention before : _Tex/land/summer/greed.tga
This is already known that we can use our self-made textures, some use it as a pattern for airfield creation.
When you load a map in FMB with only greed.tga and you put one other texture, for example banffc1.tga, you see that the texture fit perfectly one square surrounded by red line... and after test, fit perfectly 4 squares (red line) if you use -2 as indice
For information, one square is 1600m x 1600m
So my first idea was to use this feature to create airfields... I made 4 variations of banffc1
and painted 4 squares of color 20-21-22-23 ...but with bad results because I painted without knowing the correspondance wit greed.tga... I resolved by loading the map and painting inside limits of square with a color (any other than airfield) as a marker... and so I had on my resulting map_t squares of 7x7 pixels (for indice 0)... 15x15 pixels (for indice -2) ...after painting these squares with airfields colors... the result :
squares of 15x15
So now we known how to have 4 differents airfields and and how to place them exactly by using greed.tga... more if we use other slots than airfields one's
BUT WE CAN DO BETTER !!!
If we create a texture of 1024x1024 with 4 airfields like this...
Results of tests are like this :
squares of 7x7 for both test below
and
As you can see on these pictures, there are some rules it seems there are odd and even numbered columns and lines... The left side of your texture will allways be in odd numbered column and the right side in a pair one's... same rules for upper and lower parts of the texture...
With this, we are able to load 16 airfields (runways) and place them exactly
So now we have choice between 4 airfields of 3200x3200m or 16 airfields of 1600x1600m
I made banffc1 variations for demo purpose but of course we can make a texture with 4 airfields taken directly from reference maps and repainted
And no more needs for bluring heights for airfields... no mor plates :wink:
And this is also valid for cities...
http://allaircraftsimulations.com/forum/...php?t=8272
I allways wondered what are the rules to apply textures in game. This morning, I was interested by a texture I didn't give attention before : _Tex/land/summer/greed.tga
This is already known that we can use our self-made textures, some use it as a pattern for airfield creation.
When you load a map in FMB with only greed.tga and you put one other texture, for example banffc1.tga, you see that the texture fit perfectly one square surrounded by red line... and after test, fit perfectly 4 squares (red line) if you use -2 as indice
For information, one square is 1600m x 1600m
So my first idea was to use this feature to create airfields... I made 4 variations of banffc1
and painted 4 squares of color 20-21-22-23 ...but with bad results because I painted without knowing the correspondance wit greed.tga... I resolved by loading the map and painting inside limits of square with a color (any other than airfield) as a marker... and so I had on my resulting map_t squares of 7x7 pixels (for indice 0)... 15x15 pixels (for indice -2) ...after painting these squares with airfields colors... the result :
squares of 15x15
So now we known how to have 4 differents airfields and and how to place them exactly by using greed.tga... more if we use other slots than airfields one's
BUT WE CAN DO BETTER !!!
If we create a texture of 1024x1024 with 4 airfields like this...
Results of tests are like this :
squares of 7x7 for both test below
and
As you can see on these pictures, there are some rules it seems there are odd and even numbered columns and lines... The left side of your texture will allways be in odd numbered column and the right side in a pair one's... same rules for upper and lower parts of the texture...
With this, we are able to load 16 airfields (runways) and place them exactly
So now we have choice between 4 airfields of 3200x3200m or 16 airfields of 1600x1600m
I made banffc1 variations for demo purpose but of course we can make a texture with 4 airfields taken directly from reference maps and repainted
And no more needs for bluring heights for airfields... no mor plates :wink:
And this is also valid for cities...