DragonRR Posted January 18, 2009 Author Share Posted January 18, 2009 wow, dragon - the run off areas are the salt in the soup. . . i like them very very much. are they included in the last version u have ready for download or still wip? if it is still neccessary i can send u some pics of those areas from former soviet airbases?! regards They are WIP mate. I am using a sat photo but there's only so much matching up I can do because there aren't enough texture types. For example.. in the screenshot above the middle road is a taxi road.. Ideally it should be (arguably) a primary run off. That way I could make primary and secondary run off areas, the age of the textures getting gradually older/worse along the way. I've already run foul of trying to age the actual runoff textures too much.. they then just look wrong/out of place. Looking at the sat photos I have which I used for the other textures the parking areas tend to have quite tiny tiles which are often half covered in dirt and grass. I will be trying to get some sort of compromise. Having said all that I don't think my first go was too shabby :) As mentioned somewhere before I'm probably going to release three mods in seperate threads soon. This is because a few people seem confused by this long thread and just what is what and where it is! 1. The New parking areas I did originally. They aren't all that popular tho.! ;) 2. The aged FINAL 1.4 version which everyone seems to prefer and I put all lot more work into. 3. The runoff areas (currently WIP) which match the above but may have to be installed differently. [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
Bonkers Posted January 18, 2009 Share Posted January 18, 2009 Excellent work DragonRR, much appreciated. Link to comment Share on other sites More sharing options...
DragonRR Posted January 18, 2009 Author Share Posted January 18, 2009 Have a problem.. Think I'm going to stop for tonight because of it. ED take the texture & place it to join the taxi road.. They then flip the texture around and stamp it down again. Nothing I can do about this and as you can probably see it causes a lining up issue and a tiling issue on top of that! This really means that I either just live with this and deal with the fact that it's going to look odd.. OR.. I do what ED do which is basically make the texture be fairly even dirt. I'm currently thinking that I'll place tiles where it meets the taxi road and merge the tiles under a layer of dirt or gravel this still won't be perfect but better than mismatched tiling and lines. I should point out that ED do different things at different airports.. so even if I made it work 100% for the airport I took the screenshot at it wouldn't work at another. It's isn't what I wanted but I don't see how to get around it at the moment. :( [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
flanker1 Posted January 18, 2009 Share Posted January 18, 2009 oh dragon i see and had a look at the files. . . but also dont know the solution. but in the last picture u post - the less size of the fragments at the run off area is very very cool - even once more "realistic". . . :-) i will love this mod. . . hopefully it will work with look on . . . Link to comment Share on other sites More sharing options...
DragonRR Posted January 19, 2009 Author Share Posted January 19, 2009 Yes the new grid concrete tile size will be smaller for the worn areas. I should point out that the screenshot above is only a test.. It should look MUCH better once I've done. [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
DragonRR Posted January 19, 2009 Author Share Posted January 19, 2009 This is quite tricky. Screenshot is early but this is the look I'm going for. Bare in mind that there will be paving to the bunkers too. This is just another test. The idea is that this is very heavily worn, the joints between the tiles have filled over time. Opinions, particularily on the join issue plz! 1 [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
DragonRR Posted January 19, 2009 Author Share Posted January 19, 2009 Alpha-2 [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
Mustang Posted January 19, 2009 Share Posted January 19, 2009 Looking good! :thumbup: Link to comment Share on other sites More sharing options...
Flori Posted January 19, 2009 Share Posted January 19, 2009 excellent! Link to comment Share on other sites More sharing options...
DragonRR Posted January 19, 2009 Author Share Posted January 19, 2009 These are near final.. I'm not totally happy with either but I can't get around the fact that they are used in different ways in different Airbases. I'm now starting on the hardstanding (or whatever they are called!) areas. [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
DragonRR Posted January 19, 2009 Author Share Posted January 19, 2009 Hardstanding Alpha 1 1 [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
Chibawang Posted January 19, 2009 Share Posted January 19, 2009 Absolutely gorgeous. Rep incoming. I need this on my hard drive asap. You can't have your pudding until you finish the airbase! *cracks whip* Link to comment Share on other sites More sharing options...
flanker1 Posted January 20, 2009 Share Posted January 20, 2009 (edited) wow. . . you make me happy. . . nearly perfect. . . but i prefer alpha 1 (only regarding the surface of the new grid concrete tiles - it is not soooooo very worn, and the spaces between them are more concret, what they are even in reality after now 15 years non-use a soviet airbase in the former eastern germany, i live in the neighbourhood of one of them! ;-)). :-) maybe the solution is meeting the middle between alpha 1 and alpha 2?? what do the others think? Edited January 20, 2009 by flanker1 Link to comment Share on other sites More sharing options...
DragonRR Posted January 20, 2009 Author Share Posted January 20, 2009 (edited) wow. . . you make me happy. . . nearly perfect. . . but i prefer alpha 1 (only regarding the surface of the new grid concrete tiles - it is not soooooo very worn, and the spaces between them are more concret, what they are even in reality after now 15 years non-use a soviet airbase in the former eastern germany, i live in the neighbourhood of one of them! ;-)). :-) maybe the solution is meeting the middle between alpha 1 and alpha 2?? what do the others think? Totally agree.. Unfortunately the problem which isn't very obvious on the Alpha 1 screenshot is the texture join point. I'm still not quite there so hopefully, as you suggest I can find something in between the two. :) EDIT: For people looking to download the latest version of my Aged Concrete Runways or my "New" concrete Runways, see the first page of this thread! Edited January 20, 2009 by DragonRR [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
Fratus Posted January 20, 2009 Share Posted January 20, 2009 Totally agree.. Unfortunately the problem which isn't very obvious on the Alpha 1 screenshot is the texture join point. I'm still not quite there so hopefully, as you suggest I can find something in between the two. :) EDIT: For people looking to download the latest version of my Aged Concrete Runways or my "New" concrete Runways, see the first page of this thread! Awesome textures DrangonRR !! I am currently using the Old v1.4, installed with Modman. Those are IMO the ones that integrate best in DCS' landscape. Looking forward to using the new parking areas as well. I have two comments though : 1. I have noticed that the current package did not include all the textures for Winter Terrain (never tested with spring and autumn but it might be the same). In winter, only the parking areas from your package are enabled, the rest is Stock. I suppose ED has implemented different textures depending on the seasons, except for Parking areas that use the same texture all the time. Have you considered either enabling the current textures in all seasons, or creating new textures for other seasons (mainly winter as I think the Summer Texture can be used for Spring and Autumn) ? 2. This is nitpicking, but the markings (central line) in the taxi lanes are sometimes mis-aligned in bends. Have you noticed, and is it easy for you to correct ? I know it might be dependent on the Airfiled. I have noticed that in Nalchik and Samtred. Keep up the great work ! Link to comment Share on other sites More sharing options...
DragonRR Posted January 20, 2009 Author Share Posted January 20, 2009 (edited) Awesome textures DrangonRR !! I am currently using the Old v1.4, installed with Modman. Those are IMO the ones that integrate best in DCS' landscape. Looking forward to using the new parking areas as well. I have two comments though : 1. I have noticed that the current package did not include all the textures for Winter Terrain (never tested with spring and autumn but it might be the same). In winter, only the parking areas from your package are enabled, the rest is Stock. I suppose ED has implemented different textures depending on the seasons, except for Parking areas that use the same texture all the time. Have you considered either enabling the current textures in all seasons, or creating new textures for other seasons (mainly winter as I think the Summer Texture can be used for Spring and Autumn) ? 2. This is nitpicking, but the markings (central line) in the taxi lanes are sometimes mis-aligned in bends. Have you noticed, and is it easy for you to correct ? I know it might be dependent on the Airfiled. I have noticed that in Nalchik and Samtred. Keep up the great work ! Thanks for your comments :) 1. See the first page .. which will take you to here: http://forums.eagle.ru/showpost.php?p=619433&postcount=112 This explains how to enable the textures in other seasons and why it has to be done manually :( 2. Yes there are problems with the way ED place the textures all over the place. Sometimes there are fair reasons and sometimes there seems to be no reasoning behind it at all! I can't fix texture placement issues because if I fix it in one area it will break in another.. and so on. A good example of "no reason" is the runway. The middle sections of the runway don't quite line up with the end pieces, I spent some time working to hide this as much as possible. Dragon Edited January 20, 2009 by DragonRR [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
DragonRR Posted January 20, 2009 Author Share Posted January 20, 2009 (edited) Started again on this lot! The staggering should help me to blend in the issues on the other areas. This is yet another Alpha..! Some fading of the joints to do, this is mainly just a tiling test. EDIT: Improved imo. Now for the more awkward run off roads Edited January 20, 2009 by DragonRR [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
the_soupdragon Posted January 20, 2009 Share Posted January 20, 2009 Very nice indeed. SD [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
flanker1 Posted January 20, 2009 Share Posted January 20, 2009 very very very nice. . . :-) keep it on. maybe some markings are possible. a last check point before flight?? or maybe it is possible to create the typical engine blast detector walls for the parking areas? have a look at the pics. . . if needed i can provide a lot more from russian airbases. . . ground, typical equipment, buildings and so on. . . Link to comment Share on other sites More sharing options...
DragonRR Posted January 21, 2009 Author Share Posted January 21, 2009 very very very nice. . . :-) keep it on. maybe some markings are possible. a last check point before flight?? or maybe it is possible to create the typical engine blast detector walls for the parking areas? have a look at the pics. . . if needed i can provide a lot more from russian airbases. . . ground, typical equipment, buildings and so on. . . I can't add marking really.. they wouldn't tile correctly from airbase to airbase unfortunately. Blast areas.. this requires polys! Beyond my current scope! Completely re-worked Runoffs.. getting close now (I think!). Hopefully have something to release tomorrow. I'm also hoping to get some landing zones with aircraft marks onto the runway too. Will probably release with this lot as an optional addon to the main Runway textures. [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
Mustang Posted January 21, 2009 Share Posted January 21, 2009 I'll say it again, awesome work buddy! :thumbup: Link to comment Share on other sites More sharing options...
flanker1 Posted January 21, 2009 Share Posted January 21, 2009 one word: beautiful! :-) Link to comment Share on other sites More sharing options...
DragonRR Posted January 21, 2009 Author Share Posted January 21, 2009 BETA! [sIGPIC]Click me to go to the post[/sIGPIC] Link to comment Share on other sites More sharing options...
DTWD Posted January 21, 2009 Share Posted January 21, 2009 (edited) BETA! I think it's worse...BA BOOM! No it's comming on well, the colours don't match up overly atm. I don't know if it's your plan to colour match them but I think it's what makes the joins most noticble. I am talking about the runway/parking taxi colours btw. Edited January 21, 2009 by DTWD Regards [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
JaNk0 Posted January 21, 2009 Share Posted January 21, 2009 Hey, I don't have anything to add :) [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
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