Jean Bomber
Landscape Gardener
HI all
The vtp1 are good on small areas: (air)fields,lakes ,some cement, town parts ,usable for some
junctions ,etc....that stay flexible take care if you cross several polys to use the imbrication champ
( AA_10,AA_20 etc...)in the D box,if not you got a message ....
The vtp linked poly function allow also to use custom textures ,8bit with alpha channel (or not) sized
64 to 1024(256 is enough for cfs2) and you can place and adjust them exactly at the place you want ,by
this way it's possible to make a blended airfield without the use of a flatten area and that keep the
mesh in state with the imperfections of the ground,a nice effect for the summary airfields like
Lindsay is doing on the bush.
"We can make our own waterclass files
They are usually made from 257x257 pixel 8-bit RAW data files, and cover one complete LOD5-sized area.
In PaintShopPro, I can make a palette for the needed waterclasses, valued 1-12, and value 254 for
transparent, and paint a waterclass... then export it as 8-bit .raw for use in an INF file for
resample.
......Additionally, you should be able to use all 12 numbers locally.. This gives you the default
global waterclass 7 values, plus 12 local textures, for a total of 19 colors. Just remember that any
value of 1, whether global or local, is shallow. I don't know if the blendmasks may be used with
waterclass textures ( the "m" textures )."
12 local textures ,valued 1-12 ? that's very interesting...
here a Afnor WIP ,Pantelleria,a very small island where ,yesterday, I've mixed three water class from three scenery texture folders: Truk,Afnor_scen and Stream_Lake.
Immediatly around the coast I've used the truk texture 8,9,10 and 7 for the shallowed lake (I've copied and past and do the "a" set)
After around I have closed with the 7 from Egypt's med set to make the junction with the cfs2 default
,not very visible... but in a scenery less you see the joints better it's
And for the port I've make only two fs areas with a more dark "9" texture ,that from far away is visible
As backgound bmp in g2k I 've used a GGH screenshot taken from the luis Sa's site
http://www.ptsim.com/sbuilder/gmaps.htm
Using firefox with the fire shot tool you can get 3200 x 2400 bmp for specific places with very accurate coords.
JP
The vtp1 are good on small areas: (air)fields,lakes ,some cement, town parts ,usable for some
junctions ,etc....that stay flexible take care if you cross several polys to use the imbrication champ
( AA_10,AA_20 etc...)in the D box,if not you got a message ....
The vtp linked poly function allow also to use custom textures ,8bit with alpha channel (or not) sized
64 to 1024(256 is enough for cfs2) and you can place and adjust them exactly at the place you want ,by
this way it's possible to make a blended airfield without the use of a flatten area and that keep the
mesh in state with the imperfections of the ground,a nice effect for the summary airfields like
Lindsay is doing on the bush.
"We can make our own waterclass files
They are usually made from 257x257 pixel 8-bit RAW data files, and cover one complete LOD5-sized area.
In PaintShopPro, I can make a palette for the needed waterclasses, valued 1-12, and value 254 for
transparent, and paint a waterclass... then export it as 8-bit .raw for use in an INF file for
resample.
......Additionally, you should be able to use all 12 numbers locally.. This gives you the default
global waterclass 7 values, plus 12 local textures, for a total of 19 colors. Just remember that any
value of 1, whether global or local, is shallow. I don't know if the blendmasks may be used with
waterclass textures ( the "m" textures )."
12 local textures ,valued 1-12 ? that's very interesting...
here a Afnor WIP ,Pantelleria,a very small island where ,yesterday, I've mixed three water class from three scenery texture folders: Truk,Afnor_scen and Stream_Lake.
Immediatly around the coast I've used the truk texture 8,9,10 and 7 for the shallowed lake (I've copied and past and do the "a" set)
After around I have closed with the 7 from Egypt's med set to make the junction with the cfs2 default
,not very visible... but in a scenery less you see the joints better it's
And for the port I've make only two fs areas with a more dark "9" texture ,that from far away is visible
As backgound bmp in g2k I 've used a GGH screenshot taken from the luis Sa's site
http://www.ptsim.com/sbuilder/gmaps.htm
Using firefox with the fire shot tool you can get 3200 x 2400 bmp for specific places with very accurate coords.
JP