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Please bear with me with the runway "TEXTURES"

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dominicanrepublic
Ok guys, ive succesed on posting ground polys :P
but now another challenge, see the airport ground is in Asphalt and by that is the runway also . so the closest pics ive gotten from the runway are this
IMG_2723.jpg

and
IMG_2721.jpg

so id like to know how would i make the textures out of them, or any other sources:P
 
Hi,

Well, as you have access (lucky one !) to the runway and take there pictures... you could select a part of the photo and tweak them in Paint Shop Pro (or Photo Shop) and make a bitmap texture.
Question is the resolution and hight detailed image. I fear that the framerates will drop seriouly... and that's by this my question in this thread. I like to know also how to threat a photo like you posted here. There is also the question: how to avoid any tiling effect in FS ? Unless you can take sharp pictures out from an airplane....

Greetz. José.
 
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Hi,

I must agree to th concern about the poor resolution if you were using parts of this kind of top-down pictures. Of course it depends on the technique which you are using for the ground construction. I received very good results using the fs2002 gamepack for the ground polygons and I would like to recommend you to do it the same way.

There is a lot of free textures available in the net. The problem is - as mentioned by José - the repetition of the used textures. But there is a workaround:

* Try to find a texture that has a minimum of very unique characteristics (like scratches or patches). Human's eye is merciless because it discovers patterns quite rapidly - so if a characteristic is repeated more than three times the repetition effect becomes visible at once. What you can do now is to try to proceed like Microsoft developers: they flip the textures as often as even possible.
* convert the shortlisted texture then into a 256*256 pxl picture (this should be sufficient).
* With the fs2002 gamepack - technique you can construct ground tiles in a size that represents the construction work in reality: usualy concrete or asphalt is made in "tiles" not greater than 5x5 meters. The advantage of this technique is that the textures that you are applying are "in line" with the size of the tiles as far as the resolution is concerned.
* Usually runways are 45m wide. So given that you are using the mentioned tile size you will have to place 9 tiles next to each other (using the "align"-method is proposed). I would not be afraid that framerate will drop too much. Modern PCs and processors should be able to work with the resulting amount of polys. As far as the texture size is concerned it will depend mainly of the capacity of the graphics card of the user - the bigger the size of the texture the more time will be used to load it into the working memory - but once it is loaded the impact on framerates is not too heavy IMHO.
* For tire markings and the runway markings you should use tiles independently from the runway tiles (to be layered "higher" using the asm-tweaks as published in the forum).

Nevertheless, making ground is hard work of try and error - but I am really convinced that it is worth it.

greetz
 
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ok Jose, i used the texture, it looks greay :P anyways, a few edits and cool, one question... how you did it?
 
Hi,

"I did it my way"... :p

1. Open the screenshot (the first photo in this case) in Paint Shop Pro.

2. Rotate the image, so that the tire marks are horizontal.

3. Then copy the image onto a new window 256 x 256.

4. To remove a bit these tire marks, select a clear part of the display and copy that onto the image till all the marks are vanished. You make in a way of speaking a sort of patchwork of good looking parts over the base image in this new window.

5. Then save as ...... (this is already a 24 bits image for use in GMAX) and do then the further usual convertings for use in FS. You better convert the image to a dxt1 bitmap without alpha if you want to use the scenery in FSX !

Success. José.
 
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