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Fuser

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Everything posted by Fuser

  1. If a game engine can´t afford to depict 512x512 textures nowadays,....optimization comes to my mind.
  2. Yes Erwin, CMBN it´s great for small maps, level 1 action battles, where you can enjoy the graphics and animations...but I can´t really understand why the took the decision to blur evrything else at level 4. I can imagine performance was the objective, but Level of Detail files or the decision to include 16 pixel (!!) textures in CMBN are definitely making this game ugly.
  3. Check this: In CMBB, textures had less resolution, but remained reasonably equal at long distance. In CMBN, although stock textures have a better resolution and quality, this is what happens as we zoom out a bit. 16x16 texture tiles pop, tile repetition it´s evident and horrendous, and everything looks blurry. Is there no possible fix for this devs?
  4. For some unknown reason, BFC decided to create 2 versions of the same terrain tile. -One is the one you can see while zooming in and varies in size from 2048 for the main textures to 512 in some less used textures. At this size, textures look crisp and defined. There is no way we can alter the size to achieve better definition though. -The second set, it´s from my point of view a mistake by BFC, that is, the mini ground BMPs. At about 300 meters, this second set suddenly pops. There is no problem in that as it´s an intelligent way to save memory usage by the graphic card and allows for better frames. The concept it´s ok, but the texture´s size it´s not: most of them are 16x16 pixels, which at at a screen resolution of 1920x1080 look like blurried patches. They go from 512x512 to 16x16 resolution in a second and back as we zoom it again, no intermediate textures, that´s why we get that awful, blurried, unpleasant look at certain distances, and there is no way modding can alter that, except matching colors between both. As a result, in big maps, we have to zoom to locate terrain features, and that´s not only visually unpleasing, it´s time consuming too.
  5. From my HardDrive at the moment, hehe, be patient, it´s nearing completion...
  6. If that´s what he is referring to, it´s fixed in this version.
  7. Hi Gryphone, do you refer to the horizons or the mini bmps that are in charge of the far textures? Another Dirt Road: Forest Floor:
  8. Wasn´t it TanksaLot who was making the building Mod? BTW, I knew this would happen...I may leave the Road Texture Pack as an Option inside the package, the only workaround is to use square, very regular, cobbles, and they look bad. Frustrating if you ask me...
  9. Ouch, Houston wue have a problem,...aligning it´s imposible in Paved roads when East West and North-South textures meet each other. Look at stock textures,... In the mod, it may look even worse, should I leave these textures unmodded?
  10. That road at the last pic alone, will make me spend hours and hours and hours aligning edges, so,...when will you have the mod? Ok, ...when it´ready
  11. Time for Roads, work started, this will take long...
  12. Rocky Grass, Dirt Road and Cobblestone:
  13. Rocky Terrain and Ploughed Terrain and that´s all so far.
  14. I will be posting screenshots (all of them Work in Progress) of my future Terrain Mod Version 2.0 here. It will take along time to fulfill the task, but it´s a great challenge to manage to finish this mod,...Take into account pics will reflect unfinished and unrefined BMPs. First. Mud and Marsh. Both Beta.
  15. As you used to do, thht dust looks really good already! Did you finally find dirt and stain brushes?
  16. Thanks Juju!! I know what you mean, what starts being an enjoyable task, eventually could lead you to some headaches, but this sure looks good. Tiling and aligning these BMPs sure was a nightmare.
  17. I know a bit about that, hehe. Stay tuned, I will upgrade both Panther D and Gs soon.
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