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Coral and dirt runway textures

Your attachment, I am afraid I am too dumb to kow how to download it...
can you make a zip file of it and place like you did the picture? As it is,
I cannot even see it full size... The detail in my version would still be
the same or nearly the same at 256 colors... it really does not use too many colors at all...

I am really interested in producing something nice... the stock PSP textures in the sim suck!
BTW... your coral job really looks good!


Thanks in advance...
G.

P.S.: also, please mark somehow what each of those perforated looking represent... I see a long longitudinal and 2 small horizontal...
what are they.. also.. the grey background... what does it do? I can produce a relatively, HIGHLY detailed 256 color tile...
am pretty good with PSP x8 and Photoshop...

Better late than never. Here you go man. I cant wait to see. Anything else I can do, let me know.

Chuck
 

Attachments

  • Gaucho_59.zip
    3.5 MB · Views: 0
Here's a preliminary...

Better late than never. Here you go man. I cant wait to see. Anything else I can do, let me know.

Chuck

here it is superimposed on the bmp you sent...

Let me know what you think... I can attach the file if you want to test it...

G.

To wit:

25264442922_d29d27a82b_o.jpg
 
here it is superimposed on the bmp you sent...

Let me know what you think... I can attach the file if you want to test it...

G.

To wit:

25264442922_d29d27a82b_o.jpg

It looks great. I would love to test it and play with the alpha channel. We may need a couple variations. I'm going to try to modify a couple of the default runways to take a different texture so that we can add a few extra textures. Thanks again Gaucho. Really nice work.

Chuck
 
It looks great. I would love to test it and play with the alpha channel. We may need a couple variations. I'm going to try to modify a couple of the default runways to take a different texture so that we can add a few extra textures. Thanks again Gaucho. Really nice work.

Chuck

No problem... will post
G.
 
attachment.php
Let me know how it works...
Cheers,

G.
attachment.php
attachment.php


Here are the screens. I can't wait to hear what other people think. Thanks again, Gaucho. The alpha channel is still a work in progress as is my scenery. lol

ShpHawK
Chuck
 

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Here's a couple screens of the gray coral.
attachment.php
attachment.php
attachment.php
 

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Excellent!

:applause: :applause: :applause:

WOW!!! Those runway textures look like a 100% improvement over the stock ones!

Isn't it incredible? There's always room for improvement with CFS2! :redfire:

KH
 
The appearance of the Marston matting looks good but the scale is much too large. Each plank was 10 feet long and 15 inches wide. The holes were about 3 inches in diameter. There were 29 holes in each of the 3 rows per plank.

Unfortunately, if the scale is reduced, Gaucho's lovely detail will probably be lost.

Kevin
 
PSP

Just to chuck my 5 cent's worth in - I was impressed with gaucho's detail but as kdriver says the scale is too large but by adapting gaucho's bmp and using it to make a runway using FS Scenery Creator I've come up with this

attachment.php
attachment.php


I haven't tried the stock runway yet but it looks promising and also the alpha channel is not really necessary

baldy
 

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Just to chuck my 5 cent's worth in - I was impressed with gaucho's detail but as kdriver says the scale is too large but by adapting gaucho's bmp and using it to make a runway using FS Scenery Creator I've come up with this

attachment.php
attachment.php


I haven't tried the stock runway yet but it looks promising and also the alpha channel is not really necessary

baldy


I have worked these textures practically "in the dark"... if I can be provided with the texture in its "on the sim" final size... (i.e.: the final desired
size...I CAN MAKE THE TEXTURE LOSE LITTLE OR NO DETAIL working vectorially...
that is the secret... vectorial designs DO NO DETERIORATE with resizing... whereas raster layers do!!! So one works vectorially until the last conversion to a raster layer!
But I HAVE TO KNOW the final size of a usable texture (i.e.: what is the biggest size that the sim will use) then reverse engineer it...
Also, WHERE CAN I FIND THE TEXTURE THAT IS TO BE REPLACED IN THE SIM ITSELF... (the place in the sim.. like TEXTUES... or OBJECTS, ETC.
so I can test results myself... then no problem about 29 holes, etc. Like how many rows per plank, etc.

Cheers,
G.

Addendum: I recognize the efforts of all concerned... but as much as it is not easy to "make a silk purse out of a saw's ear"... IT IS VERY EASY TO TURN SAID PURSE BACK
INTO SAW's EAR STANDARDS... if there is not a certain expertise in manipulating images... in other words... provide the info necessary for an artist to perform... THEN IF THE
FINAL RESULT IS NOT THE DESIRED ONE... work one FROM SCRATCH... rather than try to change what is done... for in the end it reflects negatively on the
work spent beforehand... I am not sure I am conveying my thoughts right... PLEASE DON'T ANYBODY TAKE OFFENSE... I AM JUST TRYING TO HELP... BUT DO SO IN THE
APPROPRIATE MANNER... Let me give it a GOOD try before you discard it or adopt it... Changing it in midstream leads only to confusion... I would like to make a texture THAT
IS AN IMPROVEMENT ON THE EXTANT TEXTURE... After all, I will benefit myself finding something nicer than what is available.. lol... Obviously, I lack the expertise on what is
what in the sim... and depend on you all for that... so please help me too... Anyone...
 
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Hi Gaucho

I didn't know that about vector versus raster, interesting information. Thanks.

The stock bmp is "runway66.bmp" and it is in the CFS2/TEXTURE folder. The size is 256x256. Maskrider said in his airfield tutorial that you can use 512x512 but after that the image deteriorates.

Perhaps with your painting method you would be able to make it larger. Size should be a multiple of 128, but that was back when Windows 98 was the usual OS. Maybe it wouldn't matter now.

Have fun experimenting.
 
Hi Gaucho

I didn't know that about vector versus raster, interesting information. Thanks.

The stock bmp is "runway66.bmp" and it is in the CFS2/TEXTURE folder. The size is 256x256. Maskrider said in his airfield tutorial that you can use 512x512 but after that the image deteriorates.

Perhaps with your painting method you would be able to make it larger. Size should be a multiple of 128, but that was back when Windows 98 was the usual OS. Maybe it wouldn't matter now.

Have fun experimenting.

This clarifies things a little bit... I will see what can be done once I see the texture in 256 x 256... what about the colors... does it have to be 256 colors or can it be higher def color?
As far as multiples... and therein the problem... If the sim accepts a larger image... but resizes it itself... it will obviously deteriorate in detail... because the method of resizing will be pretty primitive..
ergo... it will be better to do the final copy in 256 x 256... THIS IS THE MAIN PROBLEM WITH A LOT OF ATTEMPTS TO USE LARGER SIZES... the sim method to resize if very primitive... so
the original might be to the level my last attempt was (pretty good detail for 256 colors) but in the sim resizing... it suffers...
Now I think I can attack the problem more in the "daylight"... lol
In the final analysis the goal is to get as good a definition as it is possible in the small size as final size... then the sim just "prints" what it "sees"...

Cheers,
G.
 
This clarifies things a little bit... I will see what can be done once I see the texture in 256 x 256... what about the colors... does it have to be 256 colors or can it be higher def color?
As far as multiples... and therein the problem... If the sim accepts a larger image... but resizes it itself... it will obviously deteriorate in detail... because the method of resizing will be pretty primitive..
ergo... it will be better to do the final copy in 256 x 256... THIS IS THE MAIN PROBLEM WITH A LOT OF ATTEMPTS TO USE LARGER SIZES... the sim method to resize if very primitive... so
the original might be to the level my last attempt was (pretty good detail for 256 colors) but in the sim resizing... it suffers...
Now I think I can attack the problem more in the "daylight"... lol
In the final analysis the goal is to get as good a definition as it is possible in the small size as final size... then the sim just "prints" what it "sees"...

Cheers,
G.

Couple of items... it seems like a MISSION IMPOSSIBLE working with the actual sim texture... way too small... by the way... when I open it (it looks all gray in the previews) it comes up with that sandy background and all kinds of
colors on the matting... what gives? I really don't understand how the sim collates the tiles... also... but I see on the examples shown that there is some way to make the textures I came up with work... notwithstanding the problem
with the scale of the holes.... what is the secret? There is something technical I am not getting or know... lol
I'd still like to see the ACTUAL SIZE tile being used... like actual size, colors, etc.
Cheers,
G.
 
Couple of items... it seems like a MISSION IMPOSSIBLE working with the actual sim texture... way too small... by the way... when I open it (it looks all gray in the previews) it comes up with that sandy background and all kinds of
colors on the matting... what gives? I really don't understand how the sim collates the tiles... also... but I see on the examples shown that there is some way to make the textures I came up with work... notwithstanding the problem
with the scale of the holes.... what is the secret? There is something technical I am not getting or know... lol
I'd still like to see the ACTUAL SIZE tile being used... like actual size, colors, etc.
Cheers,
G.

Gaucho,

That's how it looked without the alpha channel. You see everything. With the alpha channel all that extra stuff disappears . Also, 1024 x 1024 is the max size.

Chuck
 
Do you mean...

Gaucho,

That's how it looked without the alpha channel. You see everything. With the alpha channel all that extra stuff disappears . Also, 1024 x 1024 is the max size.

Chuck

that the texture that is placed on the TEXTURE can be that big??? at 256 colors? If so then it is only a matter of figuring out what the dimensions for each plank should be...
Am I following you right? At any rate, you seem to know how things operate in the sim... just give me a sample with the right colors and I will do it for you... so you
can play with it... btw... I notice some stuff on the upper right side of your screen shots that doesn't look like the CFS 2 I got...

attachment.php


G.
 
that the texture that is placed on the TEXTURE can be that big??? at 256 colors? If so then it is only a matter of figuring out what the dimensions for each plank should be...
Am I following you right? At any rate, you seem to know how things operate in the sim... just give me a sample with the right colors and I will do it for you... so you
can play with it... btw... I notice some stuff on the upper right side of your screen shots that doesn't look like the CFS 2 I got...

attachment.php


G.

I only know from trial and error. I actually tried 4096 x 4096 to see if it would work, but 1024 is the biggest. I think you are following/ understanding perfectly. It's all about finding the right size. Know that you are right at the limit though. It would be easier if the texture could be even bigger, but atleast it's not 256 x 256. Don't forget, when all is said and done it going to get converted back to 16 bit extended 444-1 when we reapply the alpha channel. Thanks for all your effort Gaucho.

PS that stuff on the upper right is just a HUD mod. I'm not even sure whose it is as there are a few out there.

Chuck
 
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