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marcomio

w.i.p. -screens of new 2048 textures for OFP (Malden-island)

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Hi, everyone!

Here are some new screens of textures from the upcoming "NEW2048" texture-replacement. At first for Malden and maybe later for the rest of the other OFP-Islands. As I mentioned before, the old texture-sets cant be reworked due the loss of the origin tga-files and decompressing and compressing over and over again lead to enormous losses in colours and quality. So the only thing I might do is to rename the single texture tiles of the old packages (if there is interest) to the lettercode of the Resistance-textures, to get the propper surface-behaviour (tks to ProfTournesol fo help). But this only will happen, once the actual textures are complete and released. Now they may take some fine-tuning here and there, but in general they look like they should.

This time, I didnt detailed the ground for a single grass-blade, because of they are getting thick as an arm - also in 2048.

To get a impression, take a look

http://img253.imageshack.us/img253/6384/new2048rocktex.png

http://img29.imageshack.us/img29/8475/new2048grassrock2.png

http://img268.imageshack.us/img268/4056/new2048grassrock.png

http://img148.imageshack.us/img148/633/new2048grasssandnear.png

Regards and hope to hear some comments

marcomio

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Pretty cool textures.

They look like they'd go well on Kolguyev.

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Hi, folks!

some new pictures of reworked 2048 textures for ol' BIS OFP Islands, starting with kolgujev. Now they are more "greenish" (means more saturated as many members wished) and have a completely new rocktexture and beton surface as well.

This is a w.i.p. report. Kolgujev itself is not bombed away like the original BIS one, here you have many enterable houses and hideouts (think about the shilka missions, where you have to search first and destroy the AA in another mission and cant really find cover, before the BMP arrives).

For now, here are the screenshots:

http://img36.imageshack.us/img36/4481/new2048betacain1.jpg

http://img27.imageshack.us/img27/4829/new2048betacain21.jpg

http://img36.imageshack.us/img36/2627/new2048betacain22.jpg

http://img19.imageshack.us/img19/8661/new2048betacain23.jpg

http://img12.imageshack.us/img12/8243/new2048betacain24.jpg

http://img269.imageshack.us/img269/3381/new2048betacain27.jpg

http://img12.imageshack.us/img12/1471/new2048betacain11.jpg.

Cheers

marcomio :)

Edited by marcomio

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Some new screens of unbombed Kolgujev and modified CAT-Afghanistan too:

1) w.i.p. Kolgujev:

http://img39.imageshack.us/img39/9630/kolgujevmountainview2.jpg

http://img188.imageshack.us/img188/3030/kolgujevmountainview.jpg

Constructive critisizm is welcome.

2) some w.i.p. screens of "CAT-Afghanistan modified":

Re. Vegetation: The darkgreen trees in this case are the OFP- "Topol", but they will be

replaced by other ones, because their strong contrast don't fit to the more palegreen

trees and bushes which came with the default CAT Afghanistan Island.

http://img522.imageshack.us/img522/2052/catafghanistan20481.jpg

http://img8.imageshack.us/img8/8006/catafghanistan20482.jpg

http://img199.imageshack.us/img199/295/catafghanistan20483.jpg

http://img263.imageshack.us/img263/2126/catafghanistan2048.jpg

3) Don't forget to take a look at -Martins- fantastic Tavania-island project too, one of the outstanding addons for OFP. Some of his addons might appear in later releases of my retextured Islands, so thanks again, -Martin-. :)

http://forums.bistudio.com/showthread.php?t=72218&page=1

marcomio :)

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Try to built a river and bridge in afghanistan

I will try, once I have done the complete retexturing. Is there a way to disable the tides for a specific Island? In case of "CAT-Afghanistan modified", there is no need of tides (it has no harbour). I like rivers too, but to see a little river lifting and lowering like the ocean, it looks a bit unreal. Would be great, if this could be disabled somewhere (any support appreciated!!!)

marcomio :)

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That Kolgujev looks too cool, it looks like it was made by a profesional dude from BIS :459::smiley-blunder:

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Thanks for nice comments, mates. But don't praise too much, otherwise I get lazy! ;)

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Don't you think to use another trees/bushes/etc. on your island? And better looking objects?

It's bad that in OFP rivers don't looking realistic and it's no any way to make nice grass which don't lower performance. But even without those features talented addonmakers like you making great job for this great game and OFP fans. Thak you!:)

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The images are stunning!

Any chance of incorporating SLX grass and its enterable buildings?

That would be perfect in my opinion.

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Any chance of incorporating SLX grass and its enterable buildings?

Personally I thnik that grass in OFP or ArmA1 dosent look very good, the good thing about OFP is you can have high resolution ground textures and they look good even from far away but then if you put some grass you see a line of grass there then a load of empty space and another bunch of grass, dosent look too real.

In ArmA the grass looks good but when you look in front it disaperas and you can see those nasty low resolution satelite map textures. :down:

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Trees, Bushes, better looking objects:

Sure I think to do so, once the basic texturing is done. I know there was some good stuff from berghoff, but I dont know, if he took out the bug with the forests (when looking from a specific far distance, the woods became a"checkered" pattern). Farmland-Mod also had some forest (Pine-trees if remember correctly). If anyone know some more, let me know. Other way were to replace the needle-forest and trees by the resistance leaf-trees ("akat..."), but this would take away the rough atmosphere of Kolgujev, I think.

Yes, I want to implement better looking objects as well. I thought about giving new high res textures to the houses and other objects (instead some 128 or 256 pix covering), but this is a immense work. This would be nearly a whole replacement (ca. 80%) of the "Data-Folder" or a seperate new folder in the same size. Means a complete new project itself.

Something, which will be implementet for sure, are objects from mapfact and some of the fantastic Tavania Island project by -Martin-. You surely know the topic, but for people who dont, here are again the links: :)

http://www.ofpbase.co.nr/

and

http://forums.bistudio.com/showthread.php?t=72218

If there should be some recommendable buildings I dont know, let me also know.

SLX grass and enterable buildings would be also possible. But as -Martin- said, from far away you see only some streaks of grass (mostly in a triangle pattern). I will release a minimum version of retextured Kolgujev at first and a more addon-heavy version(s) will follow. So there is a chance to have one of the addon-heavy versions with grass. That should be no problem, because the texture pack will stay the same. Only the "cain.wrp" file - thats only around 9 MB - will be different.

Screenshots of modified CAT-Afghanistan will also be updated from time to time, because it is good for testing some specific textures and will also be released when its done.

So long and thanks for all your nice comments, mates

marcomio :)

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I was using retextured Everon, Malden and Kolgujev (Desert Island too but it's not important) from FFUR retextured Island pack (or something like that). Those islands were using Berghoff's Nature Pack and I noticed strange problem: bullets can't pierce some trees and bushes (I'm talking about leaves). So I decided to use "low" version of those retextured islands without Berghoff's flora. Now islands has trees/bushes/etc. from Nogova and it looks good I think. Only flora from "older" OFP islands is ugly to me. "Nogovan" nature and objects are OK.

Edited by Addonis

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Its about time someone made a new nature pack for OFP anyway :mad:

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Unfortunatelly I can't make new nature pack because I'm not addonmaker;) So we just can wait for new pack from some talented addonmaker. Berghoff's Nature pack looks interesting. However it has bug that I mentioned in my previous post. Hope marcomio will use nice nature addons in his island and maybe in future he will change another BIS islands:)

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Hello, mates!

LITTLE TEXTURE SURVEY!!!

There seems to be a loading-limit for textures in wrp-tool. Near 464 MB and upwards, I am not able to add any single new texture to the texture-browser. Immediately commentet by "out of memory while expanding memory stream". Means, I can work with the already contained textures, but can't add any new one to it. Sometimes the whole thing chrashed and I wasn't able to open the wrp-file for a second time! Always with a comment like "bitmap is invalid" or something like this. Good to make always backups of the wrp.-file and the texture-file in the last running versions !!! ( Btw 4 GB of DDR-2 RAM, Geforce 8800 GTS 512 MB and AMD 64 X2 Dual with 2.6 Ghz should realy be enough Memory and cpu-power for fluent graphical work: this could not be the reason).

Did I forget a loading limit for the supported number of texture-indices? WrpTool (version 0.950) counts 65536 in this case. So now I have to rethink, what to do:

Nevertheless, I like to know your opinion about this problem. For myself, I'm satisfied with the existing ones and I have no problem, when only one tile of gras went into the water to get a smooth transition between the pt + b1 and the ps + b1 texture. It is less than 2 or three times on the whole Island, that this has to happen. But that is not the point. These textures should also please the community - measured only by constructive critisizm for sure. So read on and take a look at the two screenshots, to get an idea of what I mean.

1) THE COMPROMISE VERSION

The b1 grasstexture must partly reach into the sea to get a border between the p2 and ps texture - but it doesn't matter, because BIS textured the whole south-west-coast with grasstextures reaching into the sea (no sand inbetween in default version). Take a look here for explanation:

http://img9.imageshack.us/i/borderptb1ps.jpg/

2) THE CUT DOWN VARIATY VERSION

I need minimum 4 new Textures for transition devices (between b1 - pt - ps), to do so, I would have to cut down the existing textures, something I realy dont like to do, because it means a loss of variaty (concerning mostly texture-tiles with three different types on it, e. g. s2 (rock) b1 (grass) pt (rough sand). Also it would not look on mountains. See here:

http://img9.imageshack.us/i/borderpsb1pt.jpg/

3) I CAN LIVE WITH ONLY ONE GRASSTEXTURE (means the darker one in this case)

This would make room for a bunch of new transistions named under 2). Look on some of the pictures before, there you can see the two different grass colours.

4) I CAN LIVE WITH ONLY ONE SANDTEXTURE (in this case, it would be the rougher and darker pt-texture, because it contains the mainpart of tripled textured tiles for more transition-variatys between b1/b1/s2. The lighter coloured ps-sandtexture would be thrown out. Surely, it is a matter of taste.

Therefore, also take a look of some of the pictures.

Rgds

marcomio :)

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1) THE COMPROMISE VERSION

I like this one the most :)

out of memory while expanding memory stream

What operating system do you use? On older OS's like windows 2000 the memory handling isnt the best, even when I had windows XP I often got memory crashes when working with bigger textures in wrptool but since I upgraded to windows vista all those problems are history :)

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My OS is Windows XP Home Edition with all Service Packs and Patches. Maybe, there is a way to work around by allocating more Systemressources/RAM to the wrp-tool program.

I want to wait for Windows 7, so I think, I only will buy Vista, when OFP don't run with Windows 7!

Btw, 1) is a good choice. :)

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Maybe, there is a way to work around by allocating more Systemressources/RAM to the wrp-tool program.

I want to wait for Windows 7, so I think, I only will buy Vista, when OFP don't run with Windows 7

I never thought of that, you can try it, It would really be good if it could speed up Wrp tool :) Btw, I had the windows 7 BETA and OFP works there perfectly so we're safe until 2012 when the next windows will come out :D

When are you planing to release this masterpeice anyway? :)

Edited by -Martin-

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