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[QUESTION] Fallujah Texture

Posted: 2009-01-24 12:31
by LtSoucy
I'm making a making a map and want the terrain to look like the Fallujah textures, what was texture used to make it?

Re: [QUESTION]Fallujah Texture

Posted: 2009-01-24 12:34
by Rhino
are you referring to its detail, colour or low detail textures?

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-24 18:36
by LtSoucy
All of it, I would liek it to look as close to it as possible.

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-24 18:47
by OkitaMakoto
I think some of that should be listed in the maps info, maybe? Though probably in editor files and not put into the released mod...

If not, what I did was simply get some screenshots of the terrain you like, load up your map in the editor, and just paint around with the textures to find the ones you want that resemble those seen in the screenshots

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-24 19:10
by Outlawz7

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-24 19:32
by Rhino
GroundProperties.SetDetailTexture 0 "common\terrain\textures\detail\detail_debris.dds"
GroundProperties.SetColorTexture 0 "common\terrain\textures\color\sand02_soft.dds"
GroundProperties.SetColor 0 0 0 0
GroundProperties.SetMaterial 0 Dirt
GroundProperties.SetTopTiling 0 125
GroundProperties.SetSideTiling 0 2/2
GroundProperties.SetYOffset 0 0
GroundProperties.SetPlaneMap 0 0
GroundProperties.SetColorTiling 0 5/5
GroundProperties.SetLowDetailType 0 2
GroundProperties.SetEnvMap 0 0
GroundProperties.SetDetailTexture 1 "common\terrain\textures\detail\detail_beach1.dds"
GroundProperties.SetColorTexture 1 "common\terrain\textures\color\waterbasin.dds"
GroundProperties.SetColor 1 177 168 139
GroundProperties.SetMaterial 1 Grass
GroundProperties.SetTopTiling 1 64
GroundProperties.SetSideTiling 1 2/2
GroundProperties.SetYOffset 1 0
GroundProperties.SetPlaneMap 1 0
GroundProperties.SetColorTiling 1 1/1
GroundProperties.SetLowDetailType 1 1
GroundProperties.SetEnvMap 1 0
GroundProperties.SetDetailTexture 2 "common\terrain\textures\detail\detail_sandy05.dds"
GroundProperties.SetColorTexture 2 "common\terrain\textures\color\sand02_dark.dds"
GroundProperties.SetColor 2 241 233 201
GroundProperties.SetMaterial 2 Sand
GroundProperties.SetTopTiling 2 80
GroundProperties.SetSideTiling 2 2/2
GroundProperties.SetYOffset 2 0
GroundProperties.SetPlaneMap 2 0
GroundProperties.SetColorTiling 2 1/1
GroundProperties.SetLowDetailType 2 1
GroundProperties.SetEnvMap 2 0
GroundProperties.SetDetailTexture 3 "common\terrain\textures\detail\detail_tarmac01.dds"
GroundProperties.SetColorTexture 3 "common\terrain\textures\color\tarmac03.dds"
GroundProperties.SetColor 3 131 131 131
GroundProperties.SetMaterial 3 Tarmac
GroundProperties.SetTopTiling 3 64
GroundProperties.SetSideTiling 3 2/2
GroundProperties.SetYOffset 3 0
GroundProperties.SetPlaneMap 3 0
GroundProperties.SetColorTiling 3 1/1
GroundProperties.SetLowDetailType 3 1
GroundProperties.SetEnvMap 3 0
GroundProperties.SetDetailTexture 4 "common\terrain\textures\detail\detail_garbage.dds"
GroundProperties.SetColorTexture 4 "common\terrain\textures\color\sand_detailed.dds"
GroundProperties.SetColor 4 0 0 0
GroundProperties.SetMaterial 4 Trash_light_objects
GroundProperties.SetTopTiling 4 80
GroundProperties.SetSideTiling 4 2/2
GroundProperties.SetYOffset 4 0
GroundProperties.SetPlaneMap 4 0
GroundProperties.SetColorTiling 4 1/1
GroundProperties.SetLowDetailType 4 2
GroundProperties.SetEnvMap 4 0
GroundProperties.SetDetailTexture 5 "common\terrain\textures\detail\detail_beachgravel.dds"
GroundProperties.SetColorTexture 5 "common\terrain\textures\color\sand_test01.dds"
GroundProperties.SetColor 5 50 41 31
GroundProperties.SetMaterial 5 Gravel
GroundProperties.SetTopTiling 5 64
GroundProperties.SetSideTiling 5 2/2
GroundProperties.SetYOffset 5 0
GroundProperties.SetPlaneMap 5 0
GroundProperties.SetColorTiling 5 1/1
GroundProperties.SetLowDetailType 5 1
GroundProperties.SetEnvMap 5 0

MiscGroundProperties.SetFarTopTilingHi 8
MiscGroundProperties.SetFarTopTilingLow 32
MiscGroundProperties.SetFarSideTiling 2/2
MiscGroundProperties.SetFarYOffset 0
MiscGroundProperties.SetLodSwitchDistance 75
there's its detail and colour textures.

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-24 20:37
by LtSoucy
Ah, thankyou Rhino, that will really help alot, I was guessing for an hour this morning before i posted this. :D

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-26 08:37
by duckhunt
Hey LtSoucy, Those are the editor ground properties, but what I did at the end was get all the colourmap tiles, put them together in PS so I had basically a minimap but of just the terrain colour, (https://www.realitymod.com/forum/f189-m ... plate.html) then did a few touchups around the roads, (tbh the farmland areas could do with a bit more work!) etc for a less tiled look and run some hue/saturation/lightness, etc filters through it, then copied each tile back into its respective file location (or use Tsplit). You can do this to an extent with the terrain light settings, but I found it better this way, you can acheive a more precise result using the extremley limited coulourmaps in the editor , as a flaw alot of maps have is they look too bright and gamey. Thats why these light settings are v. important and why im pleased with fallujah, because say compare a SS of it to Mashtuur or something and the radiant colours on vbf2 palette stand out as pretty rediculous. Not something people would comment on normally but its all part of creating the atmosphere and small details like this contribute greatly to this I feel.
Also you can do the same with the staticobjects textures, most of the new enterable city buildings use vbf2 textures, so I edited them for tone, saturation, etc and replaced the ghey bright pinks and blues with greys and beige's.
If you give your map the custom texture suffix of "fw" in the init.con then it will use all the custom FW textures, which overwrite the normal ones in the game, of which there is quite a few if I recall, it could save you a job and keep extra texture filesize down. (maybe why some ppl experince poorer performance on Fallujah than other maps lulz)
However part of mapping is all about doing new stuff and so experiment with these things. And as Ive said simple things like slight colour tweaks etc make a big if not directly noticable effect to your map.

I know your questions answered above but hope this helps!

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-26 08:53
by Rhino
you can make custom colour textures you know ducky, what I had to do to get the same kinda sand colour you had etc :)

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-26 08:58
by duckhunt
o rly


cheers

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-26 09:05
by Rhino
ye I do it all the time when making a new map based off the textures I painted the map with on L3DT or w/e as otherwise its pretty hard if you want to correct something etc to get the oringal colour.

simply add a new texture into: \pr_edit\common\Terrain\Textures\Color

it needs to be the DDS format: ARGB 8888 with no mipmaps or it wont work, and it dont need to be part of the mod as its only used to paint direct onto the maps colour texture :)

EDIT: one of muttrah's main colour textures:

Image

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-26 09:13
by duckhunt
yea sorry mate I was being a sarcastic b#stard. Did it for kashan + other unfinished maps made in terragen.

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-26 09:51
by space
I spent many many hours trying to get the colour map just right in terragen. I knew I was using the correct RGB values, but it always looked **** in game. I found that changing the gamma setting in terragen from 2 to 1 had a massive effect, and finally allowed me to get the colours I was aiming for.

My latest plan for editing the colourmap is to use a colour select on the lightmaps to select any areas that are covered by statics. I will then apply a one pixel edge around this selection and colour it with a slight dirt colour, before super imposing it on the colour map. Hopefully this will leave a dirt edge between every static and the terrain.

Im doing this because Ive noticed that where edges of statics meet the terrain, it often looks very unrealistic. Hopefully this will automatically apply the effect all over the map, in one go ( Ive not tried it yet, but it should work )

Image

Re: [QUESTION] Fallujah Texture

Posted: 2009-01-26 11:16
by LtSoucy
Ah thats alot everyone. Ill go do that and get my map painted sometime this week. If anyone has anymore ricks and helpful points please post them, i'm always up for learning in things. :D