I have read Stickman's post about the dithers. If I understand correctly, these are a succession of textures that appear on the landscape as the observer draws closer to the ground. These are in formats called x8 and PCX. Stickman's website has a skinning tool(which I have downloaded) to convert x8 files to PCX. Is this still the correct method, or has it been made obsolete?
Since Ben mad new objects and textures for most airfield objects, and Bader repainted, BIN hacked, or whatever,the other airfield buildings textures,
The old Skinners_Pack_V1 is mostly now obsolete and no longer needed.
Any other unconverted X8 textures that remain in BoBII v2,09 are not used, or should not be messed with, I think.
All of the DITHER_x files in the Landmaps folder, were converted from X8 to PCX long ago. A user with a Paint Proggy can easily fiddle with the DITHERS.
Although editing the DITHER files is some what tricky. The DITHERS do greatly influence (with minor changes) the look of terrain
at distances. For example, if one DITHER file is not the same gamma as the others, you will notice that is badly odd.
Making a DITHER file with sharp, contrasting pixels looks much different than with blurred pixels.
I was going to say that editing the DITHER files is a "black art", but is actually preety straight forward, once you see the patterns of how they behave.
Looking through the landscape tiles, I recognize the image used for the 3d mapped forests. On all other "agricultural" tiles, the clumps of forest and roads are simply images and will not correspond to any part of the 3d map structure?
Ah! The unreal woods, as I call them. I consider all forests/woods that were not well researched Rowan 3D Raised forests as imposters!
See this rant of mine I wrote earlier today:viewtopic.php?f=17&t=13399
When used by the game, all the tiles are rotated in various directions and cut to fit their assigned map sections. This is the same every time(in other words, the tile will be cut in the same place and pointed in the same direction each time the map loads)?
PV probably can answer this with better authority than I can.
Here is my understanding and personal witness, as how the different Landmap2 textures get laid out.
1. The particular img00xx textures can, and are laid upon the map, in 4 different rotational possiblities, as what you see from Landmap2/ img00xx textures.
2. The particular img00xx textures can, and are laid upon the map, in 4 different rotational possiblities, as what you see from Landmap2/ img00xx textures,
and also mirrored! The gives 8 possible rotational + mirrored in game looks.
I have seen, and well know! img0023 (what I call the City Suburban) texture is mirrored ~ 80% of the time.
This after placing over 1,000 city objects from Southampton to Portsmouth.
The other textures I have not witnessed as well.
Each time the map loads, the same layout is loaded. Nothing is changed, re-rotated, or re-mirrored. It is always drawn
as the mapper made it, every time for a game load.
Is it permitted for me to experiment with an entire existing tile, just to see if I can create one? I assume that it might be since you encouraged me to repaint some parts of it, but I wanted to be polite and ask.(I know not to touch the special "village" tiles you pointed out to me.)
It is permitted. Also, encouraged for anyone to improve the textures.
The special "village" texture is img0022. We request that this one not be modified now.
Ben made this one special, so as to easily add his new village objects upon it. No files are "sacred" currently, except img0022,
It's open season on all other textures, right now, and you can shoot freely!
I was thinking about wiping out all the "fake" woods that I see lately on the "fields" tiles,
especially since trees AutoGen on the "real" forests now without a lame FPS.
Uhhmm? maybe if your itching to do some improvements, maybe you can cut done some of the "false" woods and forests
whereas the trees will not AutoGen upon.
If you don't do it, I will.
One thing I can't seem to find, although it is probably right under my nose: Are the 2d treelines part of the Map Building process or the Object Placement process?
The TreeLines are part of the mtt2 Map Building Process. I do not know how to make them. PV and borton do.
Thank you for your patience and advice. Tweaking or experimenting with these intricate parts is extremely interesting to me. The thought of putting my own mark, however small, on my favorite flight sim is an exciting one!
Ach! Be careful! Modding is like heroin, once you get into it, it is hopelessly addictive!
Once you make something good, you'll have to make something else better!
I used to be a simple player. For years now, I have found more satisfaction not in playing the game,
but in making it better for other players.
When I make love with a woman, I have always made the lady come
first. Not an idle boast, I can say with some pride.