Author Topic: PacOps textures  (Read 416 times)

AKSeaWulfe

  • Guest
PacOps textures
« Reply #15 on: September 27, 2000, 06:17:00 PM »
Great job on both Wab.. very cool!
-SW

Offline CptTrips

  • Plutonium Member
  • *******
  • Posts: 8634
PacOps textures
« Reply #16 on: September 28, 2000, 09:43:00 AM »
Sundog,

A pyramid was just too cool an idea to pass up.  
 http://www.digitalsim.com/pics/AH/Afrika/Pyramid/

Thanks,
Wab

Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Offline Ghosth

  • AH Training Corps (retired)
  • Plutonium Member
  • *******
  • Posts: 8497
      • http://332nd.org
PacOps textures
« Reply #17 on: September 28, 2000, 05:13:00 PM »
Wabbit you, you, erhmmmmm, Demi-God you!

VERY nice work!



------------------
Maj Ghosth
XO 332nd Flying Mongrels
Scenario Corp, AH Trainer Corp

Offline Jigster

  • Copper Member
  • **
  • Posts: 107
      • http://www.33rd.org
PacOps textures
« Reply #18 on: September 28, 2000, 06:28:00 PM »
 
Quote
Originally posted by Westy:
WOW!  This is gonna rock!     Afrika is my favorite theatre and thos screen shots got me just a tad excited to say the least!

I really wish I had the time to work on the terrains and maybe get up to doing some work like this.

DW6   I posted Squirrels textures link in the terrain editor board a while agho. He said have at them!  

  -Westy


Westy, all of Squirrel's skins interchange readily with AH textures. They are both 66k files with the exact same dimensions.

Only problem I've had was with water skins, they are fine close up, but get ugly towards the horizion (and pattern lines form at distance)

Land terrains work good but it doesn't quite have the flexability of AW's terrain skin to use the 3 texture sequence (very tedious to do by hand)

Glad Squirrel said Okay too, I was gonna ask him today anyway. I'll post some trail stuff in a bit.

- Jig


Offline milnko

  • Silver Member
  • ****
  • Posts: 995
      • http://www.cameltoe.org
PacOps textures
« Reply #19 on: September 28, 2000, 06:40:00 PM »
One question on the Pyramid; I currently always do the ctrl-c to turn clutter off, will that turn the pyramid off too, or will I still be able to have it with no clutter?

------------------
When I wanna say this; I throw a <S>ALUTE instead!
CyberPilots have bigger Joysticks

<< MILENKO >>
ACES HIGH ASSASSINS Website
WB/AH ASSASSINS Website

Offline Jigster

  • Copper Member
  • **
  • Posts: 107
      • http://www.33rd.org
PacOps textures
« Reply #20 on: September 28, 2000, 10:16:00 PM »
Here's some of the conversions I've made...

The images get rather messy around the horizion and the repeative pattern in the water is my next fix. I think the big problems are the textures being 3D (for AW's flat terrain) when they need ot flat to conform to AH's terrain.
 http://www.geocities.com/panzerdweeb/desert.jpg
 http://www.geocities.com/panzerdweeb/hedge.jpg
 http://www.geocities.com/panzerdweeb/jun.jpg
 http://www.geocities.com/panzerdweeb/jun2.jpg
 http://www.geocities.com/panzerdweeb/pacice.jpg
 http://www.geocities.com/panzerdweeb/pacsea.jpg
 http://www.geocities.com/panzerdweeb/windysea.jpg
 http://www.geocities.com/panzerdweeb/winter.jpg

- Jig


funked

  • Guest
PacOps textures
« Reply #21 on: September 28, 2000, 10:35:00 PM »
NICE!!!

Offline Sundog

  • Silver Member
  • ****
  • Posts: 1781
PacOps textures
« Reply #22 on: September 28, 2000, 10:52:00 PM »
Thx Wabbit!...That looks Great!...Now, about the Sphinx....  

Well done!
SD

Offline CptTrips

  • Plutonium Member
  • *******
  • Posts: 8634
PacOps textures
« Reply #23 on: September 29, 2000, 01:02:00 AM »
Milnko,

>One question on the Pyramid; I currently
>always do the ctrl-c to turn clutter off,
>will that turn the pyramid off too, or will
>I still be able to have it with no clutter?

Uhmmm the pyramid is a piece of the terrain.  So no its not effected by the clutter setting.  Basically, the engine treates the pyramid the same as a mountain.  Actually, it is just a funny shaped mountian with a funny texture.  

Regards,
Wab
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Offline easymo

  • Parolee
  • Silver Member
  • ****
  • Posts: 1640
PacOps textures
« Reply #24 on: September 29, 2000, 01:23:00 AM »
 I got the old Hi-rez shimmer in 10 bears arena. But by luck, this makes the water look like it is moveing. Very realistic.

Offline 10Bears

  • Silver Member
  • ****
  • Posts: 1509
PacOps textures
« Reply #25 on: September 29, 2000, 04:04:00 AM »
Ah thx for that Easy-Mo..

Yeah got Aheditor92 on Saturday and worked on textures through the weekend
heres screenshot of A1 tower overlooking Manila
 http://www.digitalsim.com/pics/AH/10Bears/luzon.jpg  


As you can see these were "stolen" from Squirrel from AW.. I took farmlands from a Vietnam airiel photo showing rice paddles sugercane etc.  to show agg in Phillipines
I replaced "rock" tile with "whitewater" then all the assocation tiles ie: rock meets forest,  rock meets farmland, rock meets grasslands... This made the effect of "coastline" and works all the way around the islands.

Finally I made "snow" Urban... (its really a photo of part of Seattle)  I used the tool in Paintshop pro.. oh.. whats it called.. the one that transfers part of one picture to another.. to add the same color trees, grass, rocky grass to parts of the city tile.. Easy Mo said the city tile was too bright .. but jury is still out on that  

Apache put "Luzon" on his page I thank him.. Ya'all have a look for yourselfs http://home.earthlink.net/~bkapache/Screens.htm

Offline CptTrips

  • Plutonium Member
  • *******
  • Posts: 8634
PacOps textures
« Reply #26 on: September 29, 2000, 09:44:00 AM »
>I got the old Hi-rez shimmer in 10 bears
>arena.

I ran into that same problem.  Heres the problem:

The shimmering you see is an artifact caused by high frequency detail in your image.  The only solution currently is to essientially apply a low-band filter to the image.  Reduce contrast, smooth out detail.   Frankly, that seems insane to me.  There is no way I'm going to intentially throw away high contract detail in my texture.  

I think the real answer here is to add mip-mapping to the graphics engine.  Mip-mapping basically takes your high detail bitmap and creates X number of progressivly smaller "low-band" copies of the original image.  These low-band copies are applied to polys futher out from the viewpoint to avoid aliasing artifacts (shimmering) while maintaining the hi-res, hi-contrast detail in your up close textures.  I assume that AH has Direct3D IM somehwere as its base technology?  I believe that D3D natively supports mip-mapping.  It would IMHO, be well worth the effort to utilize it.

Regards,
Wab

[This message has been edited by AKWabbit (edited 09-29-2000).]
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Offline Westy

  • Gold Member
  • *****
  • Posts: 2871
PacOps textures
« Reply #27 on: September 29, 2000, 11:10:00 AM »
 Jigster, those look awesome. I see what you mean about the patterns and how it's going to take some playing. But the first Jungle texture looks surreal! And the Hedgerows look very, very nice!
 One thing I was curious about is what altitutde do those screen shots have you at? Like Pac ICE looks a bit like being a few feet off water with a high sun glint content.  If I imagine I'm at 15k there's too much ice.
 But it's a great start!  

  -Westy

Offline -duma-

  • Zinc Member
  • *
  • Posts: 41
PacOps textures
« Reply #28 on: September 29, 2000, 04:35:00 PM »
Where's a Hurricane IID when you need one?  

Actually, attacking AH panzers up close with the D could be a painful experience...

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
PacOps textures
« Reply #29 on: September 29, 2000, 05:56:00 PM »
No need to add it wabbit, Almost all newer cards let you setup mip mapping and then do it automaticly.


HiTech