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New textures, need a tester..

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Re: New textures, need a tester..

Postby Thorsten » Wed Mar 13, 2013 10:12 am

I think it's linked with procedural texturing.


Yes, you have to switch off the overlay textures obviously if you want to see the base texture only.
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Re: New textures, need a tester..

Postby Michat » Wed Mar 13, 2013 3:23 pm

That's open a world of combinations.

At first look I'm already happy with the first result by Soitanen, not happy with color at all but happy to know that seems there are not joint fails between textures.

Please continue sending results. I'll try to think about an ocean of doubts, I have.

Any idea Throsten on how to order-complete this big puzzle.

Can we try to edit local sceneries ( a tiny island) using some custom combi between textures and your shadering automatas?

You have more experience than me. can you tell me please what is the invisible wall I'm going to crash against to?

I'm very confused with all the textures classes, heuristic, famillies, relation between elements.

Is not better to use and automata unit like the starting point of all textures and noise shadering, I'm thinking in the Dragon, maybe the Glider to merge all shape in a unified continuous space. Well I'm thinking out.

Please give me more test, and your opinions.
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Re: New textures, need a tester..

Postby Michat » Wed Mar 13, 2013 8:40 pm

Image
myherbtundraautolevels=herbtundra.png


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myherbtundraautolevelsgamma=herbtundra.png


Image
myherbtundraautolevelsgammaseoia=herbtundra.png

Image
myherbtundra=herbtundra.png
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Re: New textures, need a tester..

Postby Michat » Mon Apr 01, 2013 12:24 am

some any test volunteer ?.......
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