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Resizing textures

what specifically are you asking?

That's very interesting Gaucho. Thanks for that gem of info.

I can picture how it's done, but maybe a run-through here or another specific post would be useful?

Cheers

Shessi

What do you mean by a "run through"... and are you talking about resizing or or painting techniques?
You can drop me a PM and I will be glad to oblige... so I don't prepare something and it is not what you
were interested in.... lol
My posts are usually spontaneous so I prepare "quickie" demonstrations ad hoc to cover some specific
subject and or question to help folks with my experience in graphic arts...
 
Gaucho,
Nothing specific, it was just your reply to RobH
''As you can see there is precious little detail lost with the 80% on 80% progression....
If you are interested... drop me a PM and I can show you how to do it step by step... very simple technique... got this done after the doggie park...''

It was just if there were any specific things you did to achieve the result, if not..ok!

And if there is anything then it would be good to share it with the forum.

Cheers

Shessi
 
Ooops....

Gaucho,
Nothing specific, it was just your reply to RobH
''As you can see there is precious little detail lost with the 80% on 80% progression....
If you are interested... drop me a PM and I can show you how to do it step by step... very simple technique... got this done after the doggie park...''

It was just if there were any specific things you did to achieve the result, if not..ok!

And if there is anything then it would be good to share it with the forum.

Cheers

Shessi


Alzheimer's senior moment again! I forgot to mention an important step, to
wit:
in order to obtain the crispest detail possible...Use BICUBIC for the sampling method!

As an aside... I do not understand why use those gigantic file sizes that hog the sim game resources when
one can get crisp detail in smaller sizes... Here is an example of the type of detail one can get at a far more
economic size... (this is still WIP... needs weathering yet)

View attachment 77534
 
Ooops....again

Alzheimer's senior moment again! I forgot to mention an important step, to
wit:
in order to obtain the crispest detail possible...Use BICUBIC for the sampling method!

As an aside... I do not understand why use those gigantic file sizes that hog the sim game resources when
one can get crisp detail in smaller sizes... Here is an example of the type of detail one can get at a far more
economic size... (this is still WIP... needs weathering yet)

View attachment 77534

I don't know how to put the jpg at actual size.... somehow the SOH reduces it with the wrong method...
the original is about twice of what is shown... but you can still appreciate the level of detail ... If anyone
knows how to insert a picture as originally intended... let me know... I have seen WIP pictures here that
are much larger..
 
I don't know how to put the jpg at actual size.... somehow the SOH reduces it with the wrong method...
the original is about twice of what is shown... but you can still appreciate the level of detail ... If anyone
knows how to insert a picture as originally intended... let me know... I have seen WIP pictures here that
are much larger..

here is another try at it (trying to get a bigger size to better see the detail

View attachment 77535
 
So, to be clear (crystal..ha! ;)),

1) Produce your tex in say 2048 x 2048. Detail, colour etc etc as you wish.

2) Then save as a bmp or jpg (does it matter which?), at a bi-cubic rate at 80%.

3) Re-open saved tex and then reduce again at 80% & bi-cubic rate.

Unfortunately this gives a 1310 x 1310 pixel count from an initial 2048 pixel count tex. To get it to a usable 1024 x 1024 tex you would have to reduce once more by 80%.

Are you saying x2 80% reductions are the max to keep detail or could you go x3? Or would it be better to create a tex at 1638 x 1638 and reduce just twice by 80% to 1024 x 1024?

Cheers

Shessi
 
It took 3 times for me at 80%, can't really tell a difference, so maybe I am doing in wrong.:isadizzy:
 
I simply resize from 2048 to 1024 in GIMP (bicubically) and then export the file as a 32bit .bmp (have to run it through DXTBMP afterwards though).

As long as I don't compress it (DXTn), loss of quality isn't all too bad.
 
I should know better...

I forgot to mention that the sampling must be bicubic! posted this answer somewhere else as
a correction... here is another example I just prepared...
The original size is the largest one... all the others are resizing at different rates...
Also, when it comes to rivets, screws, etc. (this is a flat example because jpg like bmp files do
not allow saving in layers... my original is two layers: to wit, background and transparent subject [this
way... you can produce them like sausages.. i.e.: making one, etc. pixel above in the iteration.. gives
you two perfectly aligned rivets.. then repeating set of two in tandem.. you can mak perfect lines in
whatever position of inclination to match the rivet line you want to illustrate) notice that there is little
loss of detail])
For whoever mention "I must be doing something wrong"... just be patient and try and try again... soon
you'll be successful!

View attachment 77766
 
Also...

I forgot to mention that the sampling must be bicubic! posted this answer somewhere else as
a correction... here is another example I just prepared...
The original size is the largest one... all the others are resizing at different rates...
Also, when it comes to rivets, screws, etc. (this is a flat example because both jpg and bmp files do
not allow saving in layers... my original is two layers: to wit, background and transparent subject [this
way... you can produce them like sausages.. i.e.: making one, etc. pixel above in the iteration.. gives
you two perfectly aligned rivets.. then repeating set of two in tandem.. you can mak perfect lines in
whatever position of inclination to match the rivet line you want to illustrate) notice that there is little
loss of detail])
Also, for those who want a final texture in DXT (which deteriorate everytime you edit them) i.e: extended bmp
you keep the PSP or PSD original and just replace the opened [i.e. original texture from the model you opened in
the Texture folder to revise]
For whoever mention "I must be doing something wrong"... just be patient and try and try again... soon
you'll be successful!

View attachment 77766


I keep forgetting important details... lol
Play with other adjust and effect menus to experiment and find whatever look it is you are seeking!
For the question about how many times you reduce... through experimentation I've found it does not
matter... I sent a detailed explanation to someone who e-mailed me... [on how to calculate the number
of iterations to obtain the right size...... I came to a final reduction just a few pixels over the desired
final size... on which you can "fudge" to be exactly at the image half the size originally composed]

Also, for those who want a final texture in DXT (which deteriorate everytime you edit them){ i.e: extended bmp}
you can keep the PSP or PSD original and just replace the opened {normal.bmp} [i.e. original texture from the model you opened in
the Texture folder to revise] each time you revise such textures.
For whoever mentioned "I must be doing something wrong"... just be patient and try and try again... soon
you'll be successful! (think it was ROBH... if it was you... could you show me how to be able to insert files without their being reduced
by the forum routine... PLEASE! So I can insert examples in their original size... that side view of the bF 109 F does not show
well enough how the final results look like...


I think it is difficult to compose an adequately exhustive reply that would help everyone...
my email is: gaucho_59@hotmail.com
 
Thanks very much for taking the time, a bit of trial and error seems the way, but with good heads-up, so thanks again.

VERY IMPORTANT!
xxxxxxxxxxxxxxxxX

Please edit your last post and remove your email address, before the trawler spybots get it and fill your in-box with spam and nasties!!

If you can't then get one of the SOH to do it, straight away.

Happy Christmas!

Cheers

Shessi
 
No problem...

Thanks very much for taking the time, a bit of trial and error seems the way, but with good heads-up, so thanks again.

VERY IMPORTANT!
xxxxxxxxxxxxxxxxX

Please edit your last post and remove your email address, before the trawler spybots get it and fill your in-box with spam and nasties!!

If you can't then get one of the SOH to do it, straight away.

Happy Christmas!

Cheers

Shessi

I got my email account set to exclusive... anyone who is not on my contact list goes on the junk mail.... I check it everyday because some
important mail comes from other than my "friends"... any unwelcome spam gets banned and blocked...
if you email me... I can tell you are from "tribe" {sim brotherhood} so I add you to my contact list...
Merry Xmas and Mazel tove
 
Thanks again for these excellent pointers.

Two points if I may:

One, isn't there an option that makes custom brushes out of a single object such as a rivet so that you draw curves etc? I mean how great would it be if we had such a set of brushes...

Two, I have cut a test jpg at 1280 x 351, 80% quality, and simply enclosed the name in img tags - don't know if that's the way you are doing it... anyway we get this:

test.jpg
 
OK that's not original resolution but adapted to fit screen size it seems. However, if you R-click the image and save it you get the original 1280 size. Might work on your pics too.

Edit, I can see that I can "click on image for larger version"for your pics thumbnails, too, and then get them at more or less 100%.
 
Indeed there is!

Thanks again for these excellent pointers.

Two points if I may:

One, isn't there an option that makes custom brushes out of a single object such as a rivet so that you draw curves etc? I mean how great would it be if we had such a set of brushes...

Two, I have cut a test jpg at 1280 x 351, 80% quality, and simply enclosed the name in img tags - don't know if that's the way you are doing it... anyway we get this:

test.jpg


Excellent work! This is what I am talking about.... quality textures without those monster files...
PSP does have the means to produce such lines with single objects... One of them is creating your own custom line blanks for straight lines {either vertical or horizontal} using the pen tool
dot-dot or dash lines. However, there is a problem! i.e.: when you draw lines at an angle the shape of the dots get deformed... and you trade speed and ease for not too good an appearance...
Using the tube tool you can create your own tubes... where every push of the tube tool pops a rivet into place... or better yet ... create a blank that each push of the tool places a whole line of an
appropriate length so as to preclude putting down too many and having to cut off the excess... but that is really gilding the lilly for you would need a collection of differn inclination tubes...
Again, I've found it much more productive to place two rivets at whatever angle is desired, copy and paste in the transparent layer another two, copy these and add them, copy that over again and
each time you progress geometrically by a factor of two... so you get 2, 4, 8, 16, 32, etc. and get the needed line of rivets perfectly aligned... as for curves (already in place on rounded details)
you can place them manually around the object (cover plates, airfoil profile, etc.) and get perfect alignment. And this can be done "on the fly" so to speak..
There really is no tool to draw Boulean curves that I know with single objects... but surely exploring the possibilities of PSP... there must be one...
I tend to stick with the easiest way to achieve the most artistically realistic effect ... again, weighing the results with the cumbersomeness involved..
 
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