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Kin Hil

Texturing Maps With Satellite Photos

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Couldnt you like open up a very large file in photoshop, make a grid that will be same as ofp grid. And then lay the sattelite photos over it. Then save each tile indiv. And open indiv..

It certainly is allot of work, but maybee it can be done with some kind of home made program?

You mean a sort of a megatexture?

This is indeed a way. Quake Wars is going to feature that kind of thing, it will be used to define the terrain grip too, for example. The problem is that the Quake Wars maps are really small compared to Flashpoints islands, such a megatexture for flashpoint would take aaaaages to load.

No, it wouldn't. You'd only need 25 textures for a megatextureset of 5 x 5 for example. That would be big enough to let a noticable pattern disappear i think. (yes, all outer edges would need to be reworked so that they fit to each other of cause)

Only problem i see is that you can't get specific walk sounds for different grounds - you'd better use a mixture of sand/gras walking sounds all the time rather than to bind single sounds to textures.

But i think the cool look of the megatexture would more than make up for it.  smile_o.gif

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Hey, real information and not wild rumors for once.

The core engine is arbitrarily limited to 512 textures per map.

The standard map size is 256x256 cells with 50m spacing. (65536 cells.)

Maps are made with one texture per cell. This means that only 8 tenths of one percent of the entire map can be covered without duplicating textures.

The largest square area then possible without duplication is 22x22 cells. That equals 1.1km * 1.1km. Standard map size is 12.8km * 12.8km.

The super-high resolution images such as the 2048px are not practical for applications other than national-asset level classified projects. Commercial imagery from SPOT or DigitalGlobe is available at up to 2.5m in full color, or 60cm in single-channel greyscale. That is equivelent to 20px or 84px textures, resampled to 32px or 128px would be more optimized for the GPU processes.

512px textures, the standard for Nogova, sit about 171kb each. If the textures are resampled and processed to that resolution (~9.75cm) then 10.9gigabytes of data streamed in realtime from the hard disk to the video card would be required to cover a standard sized map.

In regards to VBS1 TP3, GIS elevation and entity data was used for terrain modeling and object placement, but satellite imaging was not used for textureing.

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woow did you guys just invent a new term?

MEGATEXTURE! wow_o.gif

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Shinraiden, thanks for your post, I was too lazy to write it all. tounge2.gif

For all you satellite imagery romantics: it could be done, but 1 square kilometer will NOT make a decent OFP map. wink_o.gif

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Hey, real information and not wild rumors for once.

The core engine is arbitrarily limited to 512 textures per map.

Just a stupid question, but is it really hard coded to 512 textures per map, or is it rather a limitation of the 4WVR WRP-file format?

In the 4WVR you have always 512 textures, no matter you use less. In the OPRW WRPs you have texture indices that are 2 bytes in size, that would be 65536 possible texture indices and therefore 65536 possible map textures.

Or did someone already try it out and found that it doesn't work?

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@Edge - The resolution from thematic mapper material for high realistic surface texturing even is more than sufficient with ofp when postprocessed as said.

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