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Coral and dirt runway textures

now...

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

please correct me if I am wrong... you are saying that the final texture to be inserted as a new one... can be an extended bmp with alpha... 1024X780? and the alpha is just pure black except for the areas with the PSP planks?
(I think that 1024 in 8bit 64,000 colors can render a very detailed image) Now then, one final bit of info: in terms of scare... the width of the swathe in grey... is the actual strip.... right? and that represents how many planks in
terms of properly scaled width? If so, I have then to scale the individual planks... like 10 of so feet by 36 inches... (I can find the actual size of PSP Mardsen mats from the net...)... right? or am I all wrong...LOL...
G.
 
please correct me if I am wrong... you are saying that the final texture to be inserted as a new one... can be an extended bmp with alpha... 1024X780? and the alpha is just pure black except for the areas with the PSP planks?
(I think that 1024 in 8bit 64,000 colors can render a very detailed image) Now then, one final bit of info: in terms of scare... the width of the swathe in grey... is the actual strip.... right? and that represents how many planks in
terms of properly scaled width? If so, I have then to scale the individual planks... like 10 of so feet by 36 inches... (I can find the actual size of PSP Mardsen mats from the net...)... right? or am I all wrong...LOL...
G.


1024 squared, otherwise precisely. There are still companies that sell Marsden mats. The width is the swath in gray.

Chuck
 
PSP

Hi

In my attempts to arrive at a .bmp for the stock airfields I discovered that runway66.bmp in SCENERY is not used but steel_sqare_end.bmp and steel_tile.end.bmp in SCENEDB/runways/texture are

this is the result using the same ( re-named )bmp as I used in my FSSC runway

attachment.php
stock runway
attachment.php
FSSc runway

for the stock runway the detail will have to be considerably smaller - by copying the bmp onto itself in four quarter sized squares I got this


attachment.php


is this OK or do I go smaller ? - anyway here are the bmps for anyone to use or alter ( I must give credit to Gaucho_59 for his excellent original work )

View attachment psp texs.zip

baldy

ps to check the tile size in the game paint a red blob in one corner of the bmp
 

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That's a good old chap Baldy!

jump.gif

applause.gif


Finally something I can work with and half-ass seem to be out of the mysterious darkness of my ignorance...lol

Thanks a lot Baldy,

Cheers,
G.
 
PSP bmps

Hi Gaucho

Just to be clear - the bmps I uploaded only work with the runways you add to a new mission in Mission Builder, if you want to alter the runways in FreeFlight or other built-in stuff you have to use runway66.bmp in the main Texture folder -- to check results use something like the Midway location in Free Flight - sorry for any confusion but I've only just discovered that myself ( I'm very much a novice about scenery )

baldy
 
So am I Baldy...

Hi Gaucho

Just to be clear - the bmps I uploaded only work with the runways you add to a new mission in Mission Builder, if you want to alter the runways in FreeFlight or other built-in stuff you have to use runway66.bmp in the main Texture folder -- to check results use something like the Midway location in Free Flight - sorry for any confusion but I've only just discovered that myself ( I'm very much a novice about scenery )

baldy

Now.... about the size of this runway66.bmp... how large can it be??? (measurements please)... the one in the sim is awfully small and does not allow anything even vectorially...
G.
 
runway66.bmp

Hi Gaucho

the bmp I used is 1024x1024 ( that's the biggest you can go ) I don't think the detail is going to show up when you consider the size of a psp plank in relation to the a/c

attachment.php


maybe you will have more success

baldy
 

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Now.... about the size of this runway66.bmp... how large can it be??? (measurements please)... the one in the sim is awfully small and does not allow anything even vectorially...
G.

For the last several days I have been playing with the psp textures to see what kind of detail can be had with a 1024 x 1024 texture. Even at that size the runway is so big that a 3 inch hole in the mat is the size of 1 pixel. Out of curiosity I decided to make a grid of vertical and horizontal lines 1 pixel wide thinking that the results would be ugly, but would show me the level of detail that is possible. Also, the purpose was to see if I could get the alpha channel to work so that we could see the ground through the PSP. It turns out that a single black (square) pixel renders as round in CFS2 with the alpha channel applied. Here are the results. Obviously, I need to add some detail and am a ways from the finished texture. The last two pics have some rust on them, also just testing.

ShpHawK
Chuck

attachment.php
attachment.php
attachment.php
attachment.php
 

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I like this shphawk. I think you're on the right track - at least for what I envision.

Thanks Cody Coyote. I appreciate the feedback. Also, thanks for making the campaign guide. I just used it the other day to add wind to a mission.

ShpHawK
Chuck
 
looks nice!

Thanks Cody Coyote. I appreciate the feedback. Also, thanks for making the campaign guide. I just used it the other day to add wind to a mission.

ShpHawK
Chuck

Perhaps some very tenous dark lines... both vertical and horizontal to create the illusion of plates rather than an extended area of dark holes in a single surface (would do the trick)... please post the last test textures (grey and rusted both) and see what I can come up with.... Also, the rusted areas should probably be more sparse and variegated (as is it seems like a whole bunch of plates rusted together now... and the rest not at all... (highly unlikely in real life)
I recommend using a brush tip appropriately low in density and with low opacity... with selective low Gaussian blur ( which I would like to toy with...) and we can create a the proper optical illusion...
(Many times... the desired effect is created with an optical illusion rather than an actual physical shape... like the dots appearing circular as you explained... or two diagonally opposed pixel squares... on dark one and one light
create the illusion of a bas-relief in depicting very small rivets on aircraft surfaces...
Excellen work!

G.
 
Thanks Gaucho. I really appreciate your opinion and help. Here are the latest ones. I'm doing everything in layers so that I can add and take away elements more easily. I added a little OD green as well. I noticed in some pics that the planks are painted, or were at one time.

ShpHawK
Chuck
 

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