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Individual Mod Downloads for IL-2 1946 => Skins, Maps, Missions & Campaigns => Map Textures => Topic started by: tbauchot on March 26, 2015, 01:21:45 PM

Title: New sky textures Part 3 [4.09] [4.10] [4.11] [4.12]
Post by: tbauchot on March 26, 2015, 01:21:45 PM
Hi all,


From summer skies to heavy overcast skies,
for you again, a new range of sky textures in order to have new immersive sensations in IL-2 ...

my recommendations are the same as for: New sky textures Part 1 & 2
Please, have a look at these topics :
http://www.sas1946.com/main/index.php/topic,44745.0.html  
http://www.sas1946.com/main/index.php/topic,44745.0.html

The contents of the folders : HighClouds and HighCloudsNoise should be placed in your folder
#SAS, #DBW,  etc... / MapMods / Maps / _Tex  or  Files / Maps / _Tex

moreover, you must edit the load.ini of your map according to the instruction of each folder
containing the pics of a specific sky .

Download link :

http://www.mediafire.com/download/61kavf4bspg9ymu/TB_New_Skies_Textures_Part3.7z

Good flights, Thierry. ;)

(http://s16.postimg.cc/cnxaa73rp/19_03_2015_14_15_18.jpg) (http://postimage.org/)

(http://s16.postimg.cc/91rgxjxed/19_03_2015_15_29_28.jpg) (http://postimage.org/)

(http://s16.postimg.cc/lpbtnt1p1/19_03_2015_19_36_18.jpg) (http://postimage.org/)

(http://s16.postimg.cc/j4690acb9/22_03_2015_19_21_02.jpg) (http://postimage.org/)

(http://s16.postimg.cc/wh9e2wh5h/22_03_2015_19_21_57.jpg) (http://postimage.org/)

(http://s16.postimg.cc/hqj7iq2fp/22_03_2015_20_08_32.jpg) (http://postimage.org/)

(http://s16.postimg.cc/m8liatihh/22_03_2015_20_09_32.jpg) (http://postimage.org/)

(http://s16.postimg.cc/weu3tt2vp/22_03_2015_20_34_02.jpg) (http://postimage.org/)

(http://s16.postimg.cc/4h9vwd32t/22_03_2015_21_05_05.jpg) (http://postimage.org/)

(http://s16.postimg.cc/6urtndhhx/22_03_2015_21_10_50.jpg) (http://postimage.org/)

(http://s16.postimg.cc/deultpvit/22_03_2015_21_30_04.jpg) (http://postimage.org/)

(http://s16.postimg.cc/qka3ztped/22_03_2015_21_58_41.jpg) (http://postimage.org/)

(http://s16.postimg.cc/o4cvzpwph/22_03_2015_22_51_36.jpg) (http://postimage.org/)

(http://s16.postimg.cc/4dkntumz9/23_03_2015_14_23_14.jpg) (http://postimage.org/)

(http://s16.postimg.cc/htc9x1kut/23_03_2015_14_26_49.jpg) (http://postimage.org/)

(http://s16.postimg.cc/e0o63kfyt/23_03_2015_14_59_38.jpg) (http://postimage.org/)

(http://s16.postimg.cc/lvypidplh/23_03_2015_19_33_52.jpg) (http://postimage.org/)

(http://s16.postimg.cc/44n33xa6t/23_03_2015_19_50_15.jpg) (http://postimage.org/)

(http://s16.postimg.cc/oc549yx1x/23_03_2015_20_30_43.jpg) (http://postimage.org/)

(http://s16.postimg.cc/aaxq25ivp/23_03_2015_20_34_07.jpg) (http://postimage.org/)

(http://s16.postimg.cc/oz40zhtxx/23_03_2015_21_21_20.jpg) (http://postimage.org/)

(http://s16.postimg.cc/dt9pyjjrp/24_03_2015_17_19_00.jpg) (http://postimage.org/)

(http://s16.postimg.cc/w7k92iw2d/24_03_2015_17_21_37.jpg) (http://postimage.org/)

(http://s16.postimg.cc/dj6ssxuj9/24_03_2015_18_19_12.jpg) (http://postimage.org/)

(http://s16.postimg.cc/9vr1mvmc5/24_03_2015_18_19_36.jpg) (http://postimage.org/)

(http://s16.postimg.cc/x161mmgut/24_03_2015_19_23_16.jpg) (http://postimage.org/)

(http://s16.postimg.cc/v1kuhgx5h/24_03_2015_19_23_48.jpg) (http://postimage.org/)

(http://s16.postimg.cc/6xyo6x42d/24_03_2015_19_26_34.jpg) (http://postimage.org/)

(http://s16.postimg.cc/5t97fa6z9/24_03_2015_20_03_59.jpg) (http://postimage.org/)

(http://s16.postimg.cc/3kv0xxzv9/24_03_2015_20_04_17.jpg) (http://postimage.org/)

(http://s16.postimg.cc/qjn5346hh/24_03_2015_20_34_17.jpg) (http://postimage.org/)

(http://s16.postimg.cc/82xbq1fx1/25_03_2015_19_45_37.jpg) (http://postimage.org/)

(http://s16.postimg.cc/mneekvavp/25_03_2015_20_06_09.jpg) (http://postimage.org/)

(http://s16.postimg.cc/kgf7u2bx1/25_03_2015_20_41_48.jpg) (http://postimage.org/)

(http://s16.postimg.cc/j03pbx905/26_03_2015_9_57_39.jpg) (http://postimage.org/)

(http://s16.postimg.cc/ykb32gj4l/26_03_2015_9_57_40.jpg) (http://postimage.org/)

(http://s16.postimg.cc/4jgfxcjit/26_03_2015_10_48_06.jpg) (http://postimage.org/)

(http://s16.postimg.cc/q75e7sjx1/26_03_2015_11_16_29.jpg) (http://postimage.org/)

Title: Re: New sky textures Part 3
Post by: tbauchot on March 26, 2015, 01:24:08 PM
Reserved.
Title: Re: New sky textures Part 3
Post by: PA_Jeronimo on March 26, 2015, 02:07:08 PM
Great mod!! Many thanks. :P

I am now missing maps.  ;D
Title: Re: New sky textures Part 3
Post by: vpmedia on March 27, 2015, 12:13:27 AM
Thanks mate, these are really nice!
Until you started these mods, I assumed that we can only use greyscale images for cloud layers. :)
Title: Re: New sky textures Part 3
Post by: Alfie Noakes on March 27, 2015, 12:33:23 AM
Admin.....these should be in Screenshot Art section  :D :D :D
Many thanks Thierry for another superb selection of clouds...

Cheers

Alfie
Title: Re: New sky textures Part 3
Post by: SAS~GJE52 on March 27, 2015, 05:24:03 AM
Thank you, I can never get too much "eye candy" .....  ;)

G;
Title: Re: New sky textures Part 3
Post by: Uufflakke on March 27, 2015, 09:13:55 AM
It would be nice if someone could create an interface like Benders Ultimate Environment. Or rework his cloud selector.
So you choose one from the dropdown list and it shows up in the viewer. Start up the game and the selected high clouds appear on the map.
I think that works easier than changing the map load.ini's. Especially when you don't have any extracted maps in your Mapmods folder.

Just brainstorming.  ;)


(http://s20.postimg.cc/bth9cdh4d/Clouds_Selector.jpg) (http://postimage.org/)
adult image hosting (http://postimage.org/)
Title: Re: New sky textures Part 3
Post by: tbauchot on March 27, 2015, 09:44:56 AM
It would be nice if someone could create an interface like Benders Ultimate Environment. Or rework his cloud selector.
So you choose one from the dropdown list and it shows up in the viewer. Start up the game and the selected high clouds appear on the map.
I think that works easier than changing the map load.ini's. Especially when you don't have any extracted maps in your Mapmods folder.

It's a good idea and not complicated to do, but in fact it look that a lot of map have their own High Clouds and High Clouds Noise in place of the original Clouds256.tga  !
The best way for the moment is to extract the maps from SFS files or download the new versions and edit them as required... ( In your map folder you just need the folder of the regarding stock map with in it just the load.ini. The over files are not necessary. )
You can also use the very good job of VPMedia :
http://www.sas1946.com/main/index.php/topic,20703.0.html
In it you can find a lot of maps and their load.ini
So, you still may have to edit the load ini of the map !  :(   ;)
As soon as the load.ini are changed, why coming back ?
I think that everyone has their favorite skies and that they will be faithful to them ....
But it is only my opinion... ;)
Title: Re: New sky textures Part 3
Post by: Moezilla on March 27, 2015, 10:24:56 AM
Well here are all the load.inis from CUP in a JSGMEMODS compatible mod.

http://files.moelan.net/apps/CUP_Map_load_inis.7z

Also includes an updated MAPS.properties file including fixes to the errors reported here - http://www.sas1946.com/main/index.php/topic,45393.0.html

There's one for each module so you can have different skies for each time period for each map if you want.

Title: Re: New sky textures Part 3
Post by: tbauchot on March 27, 2015, 01:20:17 PM
Thank you very much Moezilla, very useful !  ;)
Title: Re: New sky textures Part 3
Post by: tbauchot on March 27, 2015, 01:22:33 PM
Thanks mate, these are really nice!
Until you started these mods, I assumed that we can only use greyscale images for cloud layers. :)

The skies, what a long story !...

A long time ago, I have tried to do colored skies with personal pictures.
The results were absolutely disastrous.
With a lot of experimentations I finally found how to do for exactly connect the sides
of the textures two by two: up and down, right and left, and the corners...
(However it is not as easy as it seems and it takes a lot of time, work and tests ...)
But what I did not yet know is that it was possible to use textures
larger than the original one which is 1 MB.
This explains why at first I made these textures in indexed color to meet the size of 1MB.
(just like planes skins or big grey level cloud textures.)
The results were decent but not great.
So I explored other formats, and surprise: It worked !!!
It is therefore possible to use the RGB mode and more, with an alpha channel !!!
So we can determine areas with more or less subtle transparencies from the background IL-2 sky ,
which, admittedly, offers an attractive degraded of blue and cyan realistic enough ...

Thank you very much VP, guys like you and over modders give a lot
to the "visual playground" of IL-2 ! ;)
Title: Re: New sky textures Part 3
Post by: marcost on March 27, 2015, 01:47:27 PM
Thanks Thierry!

Regarding requests for auto changing the skies, I'm enjoying random skies each time I start IL2. I posted the method on your other thread but I see 65 downloads and zero feedback. Oh well, par for the course for my mods  ;)

Thanks again,

M
Title: Re: New sky textures Part 3
Post by: Uufflakke on March 27, 2015, 02:02:40 PM

A long time ago, I have tried to do colored skies with personal pictures.
The results were absolutely disastrous.
With a lot of experimentations I finally found how to do for exactly connect the sides
of the textures two by two: up and down, right and left, and the corners...
(However it is not as easy as it seems and it takes a lot of time, work and tests ...)

If I understand correctly you are talking about making textures seamless so you don't see where one texture ends and the next one begins?
There are a couple of options of how to do this in GIMP for instance.
Here is how I did it by using normal images.
http://www.sas1946.com/main/index.php/topic,39601.0.html (http://www.sas1946.com/main/index.php/topic,39601.0.html)
(original post and reply #7 and #9)

My 1st attempt in creating high clouds.


(http://s20.postimg.cc/vdvsf5hpp/Dark_Weather.jpg) (http://postimg.cc/image/8p6lfl0bt/full/)
image hosting (http://postimage.org/)
Title: Re: New sky textures Part 3
Post by: SAS~Tom2 on March 27, 2015, 03:16:57 PM
Many thanks, Thierry!

 :P
Title: Re: New sky textures Part 3
Post by: farang65 on March 27, 2015, 06:24:30 PM
If we take pictures of interest sky/cloud settings can we send the pictures to you for possible future development ;D
The other day since we hadn't had any rain for quite some time I saw an awesome sky cloud formation.A distance away  grey rain with an awesome dark cloud formation it wasn't moving too much just hanging there.
Lamphun, Thailand.
Kirby
Title: Re: New sky textures Part 3
Post by: tbauchot on March 28, 2015, 02:39:27 PM
If I understand correctly you are talking about making textures seamless so you don't see where one texture ends and the next one begins?
There are a couple of options of how to do this in GIMP for instance.
Here is how I did it by using normal images.
http://www.sas1946.com/main/index.php/topic,39601.0.html (http://www.sas1946.com/main/index.php/topic,39601.0.html)
(original post and reply #7 and #9)
[/quote]
Hi Uufflakke,

I do not think that we are talking about exactly the same thing.
My English is pretty basic and it is quite difficult for me to express myself in technical language ...
Sorry for that ! ;)
Thank you very much for the links and I will have a look to GIMP.
The functions that you describe are probably very useful for simple and regular textures but probably
not for more elaborate compositions.
Personally I use Photoshop since a long time.

However I do not think that any graphics program can do this work of composition for me :
( surely some pictures will talk better than me !  ;)  )

starting image :
(http://s7.postimg.cc/3pvkm40x7/image.jpg) (http://postimage.org/)
assembled starting image : (up-down , left-right )
(http://s28.postimg.cc/aja7ueul9/image.jpg) (http://postimage.org/)
initial image assembled corrected and reconstructed :
(With parts of over similar pictures of the same sky )
(http://s30.postimg.cc/ers8raqhd/image.jpg) (http://postimage.org/)
the final image resized in square :
(http://s8.postimg.cc/cepf3wng5/image.jpg) (http://postimage.org/)
the alpha channel of the same image :
(Black = transparent portions that leave see the beautiful sky background level of IL-2.
White = not transparent parts letting see my sky texture.
Gray = All intermediate transparencies. )
(http://s17.postimg.cc/f6lvhw58f/5alpha.jpg) (http://postimage.org/)
And now the rendering of the sky in the game :
(http://s16.postimg.cc/4uu7z95xh/image.jpg) (http://postimage.org/)
Obviously I'm not talking about the contrasts adjustments, color and density, both in alpha channel that in RGB levels and the countless tests that this implies...
Your sky is very "Wagnerian" very impressive, Bravo !!!
I really appreciate !
But it reopens the debate of skies randomly selected by a software ... I rest on the idea that we should be able to choose a sky just like the clouds in the FMB ... For he will not be suitable for a mission planned for clear skies ! Smiles ... ;)

This little explanation about the creation of a sky is very basic and many steps are not shown, but I think it will inform interested persons...

Regards, Thierry :)


Title: Re: New sky textures Part 3
Post by: tbauchot on March 28, 2015, 03:18:33 PM
If we take pictures of interest sky/cloud settings can we send the pictures to you for possible future development ;D
The other day since we hadn't had any rain for quite some time I saw an awesome sky cloud formation.A distance away  grey rain with an awesome dark cloud formation it wasn't moving too much just hanging there.
Lamphun, Thailand.
Kirby

Hi farang65,

Thank you very much for your interest in the topic, but at the risk of disappointing you I will answer as Cyberolas when he said: "I do not choose the map is the map that chooses me ..."
It's the same for me for the skies :
I do not call the sky, it is he who calls me and inspires me especially ...
This has always been my approach over 20 years of professional photography when I made artistic landscape photography.
So I remain in this state of mind. The only difference is that today I generously share with others who have the same approach. But I would not want to impose me constraints that I could not getting out ...
In the hope to have not offended you, I hope you will understand me... ;)

Best regards, Thierry.   :)
Title: Re: New sky textures Part 3
Post by: Uufflakke on March 29, 2015, 04:17:53 AM
Interesting to see how you do it.
Beside the method of making textures seamless by using the OFFSET option in GIMP there are other methods also.
In this short tutorial 2 different ways of making textures seamless are explained. 2nd one is quite similar to the way you do it.
Maybe it is helpful in some way.

https://www.youtube.com/watch?v=r-i2gU_LMK4 (https://www.youtube.com/watch?v=r-i2gU_LMK4)
(GIMP is mentioned many times at SAS1946 because it is freeware.)

For me it is just a humble experiment.
Besides 'Wagnerian' sky my humble experiment reminds me of the paintings by Caspar David Friedrich.  :)

(http://s20.postimg.cc/6zxi7ikml/caspardavidfriedrich_seashorewithshipwreckbymoon.jpg) (http://postimg.cc/image/smciojj6x/full/)
photos upload (http://postimage.org/)

(http://s20.postimg.cc/u045juigd/Dark_Weather.jpg) (http://postimg.cc/image/gj770z84p/full/)
free upload (http://postimage.org/)


Thanks for sharing the information about the way you create sky textures.
Your new high clouds add so much to the immersion of the game.  8)
Title: Re: New sky textures Part 3
Post by: tbauchot on March 29, 2015, 08:24:44 AM
Interesting to see how you do it.
Beside the method of making textures seamless by using the OFFSET option in GIMP there are other methods also.
In this short tutorial 2 different ways of making textures seamless are explained. 2nd one is quite similar to the way you do it.
Maybe it is helpful in some way.

https://www.youtube.com/watch?v=r-i2gU_LMK4 (https://www.youtube.com/watch?v=r-i2gU_LMK4)
(GIMP is mentioned many times at SAS1946 because it is freeware.)

Thank you very much Uufflakke,

I think that the first tool explained in the tutorial could be very useful for simple textures.

The second method (vertical and horizontal flip.) was the first method that I tried, logically, by myself, at first, in order to harmonize textures together.
But this  textures symmetry could not provide satisfactory results. So I continued my research by the method previously described in my previous reply. ;)

I have downloaded GIMP, thank you for sharing and for your help.   :)

Painters are a great source of inspiration, but what we must remember above all, it is not so much their work, but how they can influence us in the way we see, perceive and look at nature around us ...

Title: Re: New sky textures Part 3
Post by: farang65 on March 29, 2015, 11:41:02 PM
No worries  :D
With your recent info on making sky textures it is very valuable  :D
I have not dealt with alpha layers before so it could be a new experience.
At the moment I do have a number of your skies in current WIPS  ;)

Cheers
Kirby