FLushys Bumpification texture mod, for 4.08 BETA
#76

Thanks a lot!!

This is simply awesome mod, maps at AAA server are now beautiful.

However, I've got some suggestions for the next version:
- The field texture for Berlin map is still the old one and appears on some other maps, too. That texture looks quite flat and ugly in the middle of the new beautiful textures, and the colour of the fields doesn't match well.
- At least for me the dark green forest on European maps has an odd brown colour at distance. I mean the smallest forest texture is brown, not dark green like the forest. I use perfect settings and I'm wondering why others don't get this issue. Could this be something similar to the blue forest issue?
- In the villages at least on Normandy map there are houses on one of the roads. Would it be possible to change road placement in texture so that the houses would be by the road, not on the road? In all other places roads seem to be placed well and I'm very pleased with all cities and villages.

I understand that the mod is wip and I hope that in final version every texture on the ground will be beautiful. You've already got unbelievably close to that.
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#77

Just a comparison shot.
I am running 4.09, UI 1.1 without vpmedias mapmod.
Crimea map in a very old coop mission

Without Flushy's mod:
[Image: 020220099-39-36-1.jpg]

With Flushy's mod
[Image: 020220099-34-40.jpg]

Looks great, thanks.

vpmedia's are also great, we are lucky to have options.
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#78

Big Grin

very ,very nice job!
thanks,this mod ghange il2world Big Grin
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#79

Hey Forager Big Grin

Thanks for the comparrison pics, now this noob also has some idea what bumpification is all about.

You mention VPmedia maps are an option, what does that mean to a noob? Does that mean if we have vpmedia maps then we do need bumpification mod?? :?:

Or can both be used together to create even a better result?? :?:

Thanks in advance Big Grin
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#80

Alan, it is just a matter of personal taste: you can keep the default maps, choose vpmedia's Default Map Upgrade Pack or Flushy's Bumpification Texture Mod.

This is how vpmedia's Crimea looks like:

[Image: Crimea.jpg]

Here is the link to vpmedia's Crimea in case you prefer this one:

(The link is inoperative)
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#81

Alan Wrote:Hey Forager Big Grin

Thanks for the comparrison pics, now this noob also has some idea what bumpification is all about.

You mention VPmedia maps are an option, what does that mean to a noob? Does that mean if we have vpmedia maps then we do need bumpification mod?? :?:

Or can both be used together to create even a better result?? :?:

Thanks in advance Big Grin

Might I add that VPmedia's mod is a 4.09 mod, while my mod is 4.08 and 09, so just installing both wouldn' work on 4.08 (what we use to play on line, that's the main reason I made this mod even though there are other map mods out there, because I wanted a 4.08 compatible one)
But please correct me if I'm wrong. If you get it working, it's fine by me, everything I post here is free for usage/changing tweaking etc.
Smile
Keep it real!

Flushy
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#82

Flushy...

Tex\Forest\Summer - the two TGA files Forest Far and Forest Far S, those show up as blue on my rig. They make some forests blue from long distances, so I've disabled those two files.

Can they be made green?
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#83

Here is a screenshot of Berlin map:

[Image: Forest.jpg]

My forest colour problem is clearly visible and there is also that old field texture. The colour is actually that of the original forest, so some small tga is missing in the mod. I also think that the new forest textures could have 512x512 resolution to avoid fps drop over large forests, at least any details wouldn't be lost.
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#84

CUJO_1970 Wrote:Flushy...

Tex\Forest\Summer - the two TGA files Forest Far and Forest Far S, those show up as blue on my rig. They make some forests blue from long distances, so I've disabled those two files.

Can they be made green?

Sure, i'll put it on the list, meanwhile you can take one of the "big" forrest textures and copy/rename them to forest far and farS so they will have the same
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#85

Birdman Wrote:Here is a screenshot of Berlin map:

[Image: Forest.jpg]

My forest colour problem is clearly visible and there is also that old field texture. The colour is actually that of the original forest, so some small tga is missing in the mod. I also think that the new forest textures could have 512x512 resolution to avoid fps drop over large forests, at least any details wouldn't be lost.

Bleh, I forgot the berlin fields I'll make one for beta 2, that looks aweful Tongue
As you can see in the distance, the trees become strangely light green, I made those textures "forestfar" blue so I would see it I could see it in game, but I didn't see any changes, though I only tested in Perfect mode, so, forestfar and forestfarS.tga are just for excellent mode, but I have NO IDEA what I should name the tree textures to get rid of that light green distant texture, if anyone can find it, i'd appreciate some helpzorz, meanwhile, I do'nt know what to do and we'll just have to live with it, or remove the trees folder so you'll have the old trees Sad
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#86

FlushMeister Wrote:As you can see in the distance, the trees become strangely light green, I made those textures "forestfar" blue so I would see it I could see it in game, but I didn't see any changes, though I only tested in Perfect mode, so, forestfar and forestfarS.tga are just for excellent mode,

I can confirm your blue textures show up and work just fine in "Excellent" mode :lol:

Thanks for the tip, off to do some renaming...
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#87

[quote="FlushMeister"]

Sure, i'll put it on the list, meanwhile you can take one of the "big" forrest textures and copy/rename them to forest far and farS so they will have the same
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#88

Great re-texturing mod on summer maps... But there a little issue on winter map.
Example Moscow map in QMB

High alt no problem here:
[Image: grab0003.jpg]
But when you go tree level:
[Image: grab0004.jpg]
You have summer trees that pop-up....
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#89

FlushMeister Wrote:As you can see in the distance, the trees become strangely light green, I made those textures "forestfar" blue so I would see it I could see it in game, but I didn't see any changes, though I only tested in Perfect mode, so, forestfar and forestfarS.tga are just for excellent mode, but I have NO IDEA what I should name the tree textures to get rid of that light green distant texture, if anyone can find it, i'd appreciate some helpzorz, meanwhile, I do'nt know what to do and we'll just have to live with it, or remove the trees folder so you'll have the old trees Sad


You need to duplicate your 'forestfar.tga' and rename that second one 'forestfarTL.tga'. Additionally you need to change the original 'map_f.tga', which has to be in the same folder as the 'load.ini'. That file is for non-perfect modes and is displayed in the very far distance (near horizon).

Always test in all graphic modes, from poor to perfect!
And as an advice - produce for the non-perfect mode primarily.
If you just look in perfect mode, you forget alot of people with weaker systems. When it looks good in excellent mode, then it will look good in perfect mode too. Wink
Same for texture sizes. If you produce only 1024x1024pxl TGA's - you forget alot of people (better do 512x512 TGA's plus 1024x1024 TGB's).
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#90

I can confirm that ForestFarTL.tga works at least in perfect mode:

[Image: Forest2.jpg]

That is Berlin map again with Wood1S.tga copied and renamed as ForestFarTL.tga. I've made no other changes, so I don't see any need to edit map files, just make great textures and everything should be fine.

P. S. I'd like to have 512x512 forest textures because 1024x1024 ones seem to cause slight fps drop even with my 2x GeForce 8800 GT in SLI.
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