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New parking and taxi area textures


DragonRR

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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.

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Have a problem.. Think I'm going to stop for tonight because of it.

 

ScreenShot_173.jpg

 

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. :(

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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 . . .

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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!

 

ScreenShot_175.jpg

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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 by flanker1
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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 by DragonRR
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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 !

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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 by DragonRR
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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.

 

ScreenShot_183.jpg

 

EDIT:

 

Improved imo. Now for the more awkward run off roads

 

ScreenShot_184.jpg


Edited by DragonRR
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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. . .

0943442.thumb.jpg.cdc3f31061a38fef843cd406d2aa4d68.jpg

1137762.thumb.jpg.5b7da573432ad7bcfa8a827b77f4ed76.jpg

1139514.thumb.jpg.f0c52293dea250222aa35146f829f806.jpg

sb_weapon_06.thumb.jpg.9ea1d0a75fbc04823abca7d01f69e7bf.jpg

mig-27d_51_02.thumb.jpg.f3ba7f3a207d7e1d2625c6e5f5ae3d01.jpg

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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.

 

ScreenShot_185.jpg

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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 by DTWD

Regards

[sIGPIC][/sIGPIC]



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