Kyushu V1.0 - DL Now - Bumph textures update 7/03/10
#16

Just stunning ! I'll have to customise the 'Mustang Pony Club' campaign to incorporate some of the new mods in preparation for when this is ready Confusedhock:

I believe the key to avoiding repetition in field patterns is to create textures with as little elements standing out as possible. For instance on your field textures, the little green pond, square wood and denser village area will create very obvious repetitions. Since you're hand-placing those textures (you brave, brave man Big Grin ) you could afford to use a different texture for pure fields, villages and wooded areas, making it easier to 'kill' the patterns.

Really looking forward to the finished version of this !

Cheers

Nico.
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#17

yeah - more from this Big Grin
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#18

canonuk Wrote:Really lovely work with those textures. They look really natural.

Wow. coming from Canonuk it's an honor :wink:
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#19

=DFA=BeoWolf Wrote:Did the Iwo Jima retexture get finished?

Confusedhock: nop :!: .

you really think i'm gonna leave it like this? :lol:

I work on many maps on the same time because it's not good to focus on one thing to mutch, it's important to keep a fresh mind. When i work on a map i have sometimes good ideas for others, it help to keep a gool level of inspiration/creativity.

When you focus too mutch on ONE thing you loose your open mind and start to turn around and around....it's bad for motivation.
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#20

agracier Wrote:I was wondering by which system you assign textures. Do you assign them by height primarily or a mixture of height and random textures? Or by some other method?

And should you finish this map and still feel in the mood for something oriental, I have a good basic map of Formosa that could use some fine texturing of your kind ...

Hummm what do you mean by height ?
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#21

redko Wrote:I work on many maps on the same time because it's not good to focus on one thing to mutch, it's important to keep a fresh mind. When i work on a map i have sometimes good ideas for others, it help to keep a gool level of inspiration/creativity.

When you focus too mutch on ONE thing you loose your open mind and start to turn around and around....it's bad for motivation.

And it never gets done either if you just do one thing/map ... you keep on perfecting this or that and you end up getting stuck ... and the map's never finished ...
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#22

Those shots look beautiful! Confusedhock:
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#23

"And it never gets done either if you just do one thing/map ... you keep on perfecting this or that and you end up getting stuck ... and the map's never finished ..."

RIGHT! 100% right.

There is many many good maps here....just look new guinea map by team pacific. I think the level of work is so hight, same for ambition, what want to do a so perfect work, and as Agracier noted you give 100% of your self as amateur....that sometimes you loose courage and faith...and so your creativity.

Creativity is a thing you must feed all the time by distractions, by looking other things, other sources . If not it dies. It's the danger with passionated people and explains why so many good projects will sometimes never be ended. :???:
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#24

redko Wrote:Hummm what do you mean by height ?

I guess there are many ways to assign textures in map_T.

I usually take a color dem without shadowing, just a multicolored map with around 10-12 colors. The colors represent height contours/height regions - I take those colors/contours and then assign RGB values to them ... that's the basic way of assigning textures i use.

Afterwards there is much more to do of course, otherwise the map looks like a layer-cake at places. I make 'noise' per height color, or for a mixture of height colors, and add woods and fields on either basis of map info or by feel ...

But the basic assigning of textures is still done by height ...

I suppose other map makers use different techniques ...
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#25

ok understood.

well to tell you the truth i use stock map_T and don't take care of RGB values :???: . i litteraly paint on the map. i have both on the screen modded fmb, photoshop with all textures files open and loed ini.file.

i whatch the load ini file structure, low land chapter for exemple, then i look at the visual equivalent on photoshop...and I paint. All texture files involved on a map must be open on photoshop. It's like a palette for painters, you look the colours you have on the palette, select and report on the sketch...this is why all the textures involved must be open on photoshop.
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#26

redko Wrote:ok understood.

well to tell you the truth i use stock map_T and don't take care of RGB values :???: . i litteraly paint on the map. i have both on the screen modded fmb, photoshop with all textures files open and loed ini.file.

i whatch the load ini file structure, low land chapter for exemple, then i look at the visual equivalent on photoshop...and I paint. All texture files involved on a map must be open on photoshop. It's like a palette for painters, you look the colours you have on the palette, select and report on the sketch...this is why all the textures involved must be open on photoshop.

Please redko, I hope STRONGLY you ALWAYS remain with your pure creativity and go on "like YOU feel" FOREVER as your work till here is really simply amazing!! just on this 1st beta stage: I will stuck to fly an entire year with just your this first "beta" maps you have created. They are jet MASTERPIECE for me!. and also let me tell you that I personally prefer the "unfocuzed/not compete low-ground textures method you have putted inside: this when I fly just give me the total "feeling" of flying and moreover it let me concentrate better on enemy planes that now with your great method are really corrected spotted by my eyes in a balenced good tuned feeling between game and reality, this is very unique till now by your talent: you're my Picasso! 8)
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#27

Quote:I suppose other map makers use different techniques ...

just another idea:
(Example : the map_T work I did for my GW Norway winter map.)

You may have noticed that the map becomes more & more snowy as we go north.
But I made another feature less viewable (something important because there is a lot of slopes in this map):
If you look at the central parts of the map, north sides of fjords are more snowy than south sides( sun effect at the end of winter ?).

As I don't use FMB at all to make my map_T files (only Photoshop), I also use a 3D software, with map_H file as elevation map, to find the steeper slopes & north sides of fjord .
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#28

What ever method you're using is obviously the right one, red, 'cause it's positively amazing. Your terrain, Jaypacks skins, B-29s and maybe someone will do some photo real skins for the Mustang. Man, what a simming experience that would be!
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#29

Ok i'm trying now to integrate volcanic textures on some of the many volcanos this map has. It's not easy to find the good textures and make them work with the rest of the map...and the sim too because we havn't been used to have so detailed textures in this game.

I like some these textures, and some not beacause they are too detailed :???: :roll: ....until i find a good compromise. this must be as reaslistic as possible and work as a real landscape, I mean all this must work as a visual geological process.

Some pics here, please take in consideration that this is only a test . In fact i'm not satisfied by the result for the moment and i really must find how make it fit or any other volcanic texture fit visualy with the all rest.

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[Image: 4080772889_4341a4e872_b.jpg]

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#30

UPDATE

So....

I'm dealing with 10 textures in the same time in order to have the most texturing diversity as possible. In reason of the HUGE surface of this map it'll take more time as my method requires to put texture by texture in each place of the island...very very tiring......but it deserves it because the result will be very very very nice. :wink:

I work hard for the volcano texture, looking for the more realistic result as possible. I desaturated these lava textures compared to the previous pics posted in this page so it looks better now, it integrates better in the rest of the landscape. Once this ended, the "rest", cities, country and forest will go very fast. In fact volcanos are the key of the map, as mount Suribachi is the one for Iwo Jima map.

Always start from the "key", the most difficult part of a map. When it's done then the rest will come very easily. No release until the key problem is not solved.

Release of the map as soon as possible.

Some pics here, enjoy and feebacks welcomes as usual :wink: .

BEFORE - prehistorical Kyushu.......do you remember this WhiteCat? :lol:

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[Image: 4085209973_1dcd440ae4_b.jpg]

00. How can it be possible to "want" to fly in this :???: :???: :???: .........
[Image: 4085210129_216e0a896b_b.jpg]



1. AFTER - what YOU will all have guys :wink: :wink:


[Image: 4085060801_209fc03130_b.jpg]

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[Image: 4085818712_a0043b94f8_b.jpg]

5. Seven textures interpenetrated here....doesn't look it is the case right? the deal is to make it appear as natural as possible to avoid to the max the feeling of seing a texture instead of just a landscape.
[Image: 4085819210_7ec2a2f946_b.jpg]


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[Image: 4085061045_e8ae5391a7_b.jpg]


The goal is to make us forget that we are flying over an artificial landscape and let us focus only on the dogfight :wink: . hope releasing this soon :wink: Smile Big Grin
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