27.09.2008, 10:44
Well, unless I misunderstand, I think you are wrong
If you look at the first serie of pictures, those with number 20,21, 22, 23 and below 15x15 square...
each airfield is one single texture of 1024x1024 with indice -2 in load.ini and each fill in 4 squares
each airfield would fill 1 square if used with indice 0 and painted on 7x7 squares in map_t
so, in first case, each airfield is 3200x3200m... in second case, 1600x1600m (I hope I make no mistake... :wink: )
Things are a little bit different when using 1024x1024 textures divided in 4 quarters with one airfield in each quarter.
In this case, using this texture with indice -2, the whole texture fill in 4 squares... and each quarter fill in 1 square so 1600x1600
I tried to increase this size by using indice-4 (seems logical...) but no... surprisingly the game engine divide once more...!?
About orientation I think you're right of course, as a starting point you have to paint with correct north-south orientation and game engine will apply the texture up-down
As illustration here is a substitution of Norway Banff airfield by Philippines Clarck field, sorry for the poor quality of my painter talent... painted directly on plan downloaded from Pacific Airfields :oops:
About 2048x2048 textures... I tried of course... but no, error of buffer size memory...
About exact positioning, it's half right and half wrong... as mentioned in first post squares of 7x7 pixels fit exactly in a square surrounded by red line in greed.tga... if you try to paint a full texture on two squares you will have a distorsion or inversion... one texture in one square !
So if your localisation is on the line between two squares, you have to make choice and put your airfield on one of them... but here we are talking about errors of 1600m (if indice 0) or 3200m (if indice -2)... not so much
About other objections, you can use blank plates... this is what they did with Banff airfield... but is it necessary ? I used one airfield made this way, without any plate, starting and landing without any problem... it is the same when land on a beach, you have no needs for plates under... maybe it is mandatory for AI planes... I don't know
About sacrificing slots for textures, let's open many load.in and you know well that you'll find many empty slots... for example Woods, very often only Wood0 and Wood2 are used and the two others are free... same for Country...
I will try to post a little map as a demo for using this feature... tonight or tomorrow...
I didn't pretend to introduce a revolutionnary new idea, this feature is already used in original game...
I wanted only to share what seemed to me an interesting idea :wink:
If you look at the first serie of pictures, those with number 20,21, 22, 23 and below 15x15 square...
each airfield is one single texture of 1024x1024 with indice -2 in load.ini and each fill in 4 squares
each airfield would fill 1 square if used with indice 0 and painted on 7x7 squares in map_t
so, in first case, each airfield is 3200x3200m... in second case, 1600x1600m (I hope I make no mistake... :wink: )
Things are a little bit different when using 1024x1024 textures divided in 4 quarters with one airfield in each quarter.
In this case, using this texture with indice -2, the whole texture fill in 4 squares... and each quarter fill in 1 square so 1600x1600
I tried to increase this size by using indice-4 (seems logical...) but no... surprisingly the game engine divide once more...!?
About orientation I think you're right of course, as a starting point you have to paint with correct north-south orientation and game engine will apply the texture up-down
As illustration here is a substitution of Norway Banff airfield by Philippines Clarck field, sorry for the poor quality of my painter talent... painted directly on plan downloaded from Pacific Airfields :oops:
About 2048x2048 textures... I tried of course... but no, error of buffer size memory...
About exact positioning, it's half right and half wrong... as mentioned in first post squares of 7x7 pixels fit exactly in a square surrounded by red line in greed.tga... if you try to paint a full texture on two squares you will have a distorsion or inversion... one texture in one square !
So if your localisation is on the line between two squares, you have to make choice and put your airfield on one of them... but here we are talking about errors of 1600m (if indice 0) or 3200m (if indice -2)... not so much
About other objections, you can use blank plates... this is what they did with Banff airfield... but is it necessary ? I used one airfield made this way, without any plate, starting and landing without any problem... it is the same when land on a beach, you have no needs for plates under... maybe it is mandatory for AI planes... I don't know
About sacrificing slots for textures, let's open many load.in and you know well that you'll find many empty slots... for example Woods, very often only Wood0 and Wood2 are used and the two others are free... same for Country...
I will try to post a little map as a demo for using this feature... tonight or tomorrow...
I didn't pretend to introduce a revolutionnary new idea, this feature is already used in original game...
I wanted only to share what seemed to me an interesting idea :wink: