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Here is a picture for Jay (the NWA guy)

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Hi all Jay wanted a pic from our little CYQT scenery of that anglebuilding that I posted a few days ago its now in FS2002 Dan

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Gee Jay Iam going to get a big head as Biber said if you can get goodphotos and know your way around photo shop one can do wounders withphoto textures and trust me thats where many of the tricks of thetrade are in texturing We have a couple of people up in Thunder Baywho have put in a lot of time takeing the pictures and my bud Jim Kanold is a wiz with photo shop just wait untill you see the nighttextures that we have done for our little scenery. BTW it's not justthe airports but it has it's own custom dem as well and custom terrain textures as well. Thank you for the comments that's why we do it! BTW nothing on that model was mapped planar Oh and I have a LOT to learn about modeling beleve me.http://members.rogers.com/klasik2/danlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

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Here is another nice picture :), my terminal is not yet finished (most texture are still a beta version even). I made this object to test the possibilities of GMax and I must say I like it.Btw. I also didn't use the planer map option for the textures on this model.http://home.wanadoo.nl/arno.gerretsen/pics/bpier2.jpgArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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You mean the drawing order I asked about some time ago?No, that not. But I have decided to make my new terminal without transprant windows and just make a texture that looks realistic (this is still a beta version, I am going to get some more photos to make it more realistic).ArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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I am all ears :)But I think the problem is not with GMax for the drawing order, but in MakeMDL. GMax is "just" a modeling program and it has to do with the way FS displays the object. This should be done correctly by the exporter (MakeMDL) from the general 3D model made by GMax. Unfortunately MakeMDL doesn't seem to have much options to do this.And yes, I used texture repetition on the object. Works great! I also used it on my old terminal, but there I had made one polygon for each repetition of the texture. In GMax you can use it much easier.ArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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>What does the night look like? :-) Black, very black. But I guess that's ussual when you haven't made a nighttexture yet :DArnoMember NL2000 Teamhttp://home.wanadoo.nl/arno.gerretsen


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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friends,once you get used to it, gmax is a great program to work with. But, it is a modelling program afterall and it is no magic by itself. Although gmax has all of the bells and whistles, we are going to use only 20% of its functions and capability for fs2002 which is quite sufficient.Since my LTBA was built with all gmax and it was wellcome to most of the users with good fps and all, I felt I need to share some points with you (although I do not claim to be hot-shot in either modelling or texturing).the main idea is, texturing is as important as modelling. - for wide or long facades we need to use repetitions rather than a very large bitmaps, otherwise we sacrifice crispiness.- it is simpler and less confusing to apply transparency on the output texture rather than as gmax function, this requires some photoshop knowledge though.- download martin wright's DXTBmp program.Even though you may not want to use it please read the readme. Very plain but useful info is contained there about msfs texturing logic.- try to grasp more photoshop or equivalent paint program if you have time.Learn cropping, skewing, lighting, brightness and hue&saturation functions.They will enrich the texture quality and overall scenery harmonization.- it is always good to cram a texture and apply to one or more objects rather than applying one or more textures to a single object.For instance I applied only one 256x256 texture to four ship models without losing much quality.- it is a little unpleasant to do, but make some small concessions with reality and try to use one texture as many times as possible throughout your scenery.- polygon count is very important and should be carefully budgeted but this is valid for textures as well. For simple objects which do not require much details like hangars or houses, it is a good idea to use 128x128 textures . Simply put, they weigh 18kb whereas 256x256 pixel textures are 66kb.- if you are able to do, obtain a digital camera and take as many pics as possible at your airport. when at home you may come up with a surprise texture which can change the appearance of your scenery positively.hope it helpsall the best,Biber

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Hi Biber, Thanks for your imput, it all helps myself and the others on the learning curve. I would be interested in your scenery. Is it for public use, if so please direct me. Thanks. :-) Edit I should mention that I just found Photoshop 7 upgrade at Amazon.com for 99$ after a 50$ rebate. I have upgraded myself. Shipping is free too. Check it out if use it, best deal so far. :-)http://ftp.avsim.com/dcforum/User_files/3cd2fb923e5fd384.jpg-Jay....:-yellow1-NWA Line Maintenance KDFW -WORLDWIDE RELIABILITY

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