Where did you get the texture images from?
I didn't actually add any new textures - it's all stuff which was already in my texture folder. The task was just assigning texture mixes to 5 landclasses which dominate the scene, change the trees everywhere and get the tree fractions right (I need much longer than 60 minutes to come up with a good new texture).
I would like to replace the suburban and add a new eucalypt texture for my region.
Find a good aerial shot from your region from anywhere, extract a texture from it, write a polite mail to the photographer including the texture and a screenshot from Flightgear how it looks like, explain that you have extracted this from his work and would like to include it in Flightgear to enhance the scenery around his place, explain the due to the nature of GPL we can unfortunately neither pay him nor even credit him the same way as you are neither paid nor credited, but lots of people will enjoy the scene much more then.
I've made very good experiences with this approach - one response was 'Here's a link to all my aerial images - take anything you like'.
Congratulations, do you plan to do this for everywhere?
You know, the world is a really big place, and 'everywhere' is lots of ground to cover...
I love go see New Zealend worked on (Queenstown is BUITIFUL in real and i would love to see it improved to a nice standard).
Yes, Queenstown is quite spectacular... Look, why don't you do this yourself? It's not like this is complicated, the tools are all lying around.
Here's a typical block of code (changing the EvergreenBroadCover to the rainforest it should be in the area):
- Code: Select all
<material>
<condition>
<and>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<and>
<greater-than>
<property>position/longitude-deg</property>
<value>-90.0</value>
</greater-than>
<less-than>
<property>position/longitude-deg</property>
<value>-30.0</value>
</less-than>
<greater-than>
<property>position/latitude-deg</property>
<value>-15.0</value>
</greater-than>
<less-than>
<property>position/latitude-deg</property>
<value>15.0</value>
</less-than>
</and>
</and>
</condition>
<name>EvergreenBroadCover</name>
<name>EvergreenForest</name>
<effect>Effects/forest</effect>
<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/dirtrock.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Trees/tropical-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>18.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
I started from the original code block for EvergreenBroadCover, copied it before the original block and regionalized it by inserting replacing the original condition on summer with the season and geography condition:
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<condition>
<and>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<and>
<greater-than>
<property>position/longitude-deg</property>
<value>-90.0</value>
</greater-than>
<less-than>
<property>position/longitude-deg</property>
<value>-30.0</value>
</less-than>
<greater-than>
<property>position/latitude-deg</property>
<value>-15.0</value>
</greater-than>
<less-than>
<property>position/latitude-deg</property>
<value>15.0</value>
</less-than>
</and>
</and>
</condition>
Now the definitions I make here override the defaults within the defined square. I then change the texture assignment.
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<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="11">Terrain/rainforest-hawaii.png</texture>
<texture n="12">Terrain/dirtrock.png</texture>
</texture-set>
uses a main rainforest texture I've created for forests on Hawaii, the same texture as detailed overlay (n=11) which usually works quite well in the case of forest and a yellowish rock as alternative/slope texture. The texture mix is automatically picked up by the procedural texturing code which takes care to mix appropriately based on terrain gradient and so on.
Finally we do the trees by changing the original tree texture to
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<tree-texture>Trees/tropical-summer.png</tree-texture>
At this point, you can also change the tree density by altering
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<wood-coverage>4000.0</wood-coverage>
to a different number. Less than five minutes work per landclass. Half of my 60 minutes I spent looking if alternative mixes would come out better. And that's all it takes. So there's really no need for me to do it. Stuart and myself invested quite some work in getting all the tools to do these things together in a simple way - you can just use them.
(In order to use the procedural texturing, you need a recent GIT, this didn't make it into 2.8).