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Author Topic: FIX textures for ALL Cyberolas maps  (Read 6951 times)

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cyberolas

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Re: FIX textures for ALL Cyberolas maps
« Reply #12 on: September 17, 2014, 08:04:41 AM »

Yes, yes, I have this tutorial and it is my silliness, when I read it bad....
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Uzin

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Re: FIX textures for ALL Cyberolas maps
« Reply #13 on: September 17, 2014, 08:44:02 AM »

Yes, yes, I have this tutorial and it is my silliness, when I read it bad....
Nobody is perfect !
Pokornuyu golovu i mec ne beret !
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Uufflakke

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Re: FIX textures for ALL Cyberolas maps
« Reply #14 on: September 17, 2014, 08:50:05 AM »

Yes, yes, I have this tutorial and it is my silliness, when I read it bad....
Nobody is perfect !

Well, when I look in the mirror...   :D
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bomberkiller

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Re: FIX textures for ALL Cyberolas maps
« Reply #15 on: September 17, 2014, 09:07:52 AM »

:)) the same for me too :))
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greybeard

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Re: FIX textures for ALL Cyberolas maps
« Reply #16 on: October 23, 2019, 09:16:01 AM »

Sorry to resume an old topic... :-[

I've just played a mission on Cyberolas' Burma map, attacking trucks running on a road. Soon or later those not destroyed by our fire arrived to some tree crossing the road and then started to "bump" repeatedly against it.

Please, there's someone confident with map building that would fix also this map?
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agracier

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Re: FIX textures for ALL Cyberolas maps
« Reply #17 on: October 24, 2019, 07:26:17 AM »

Sorry to resume an old topic... :-[

I've just played a mission on Cyberolas' Burma map, attacking trucks running on a road. Soon or later those not destroyed by our fire arrived to some tree crossing the road and then started tu "bump" repeatedly against it.

Please, there's someone confident with map building that would fix also this map?

At present the only way I would know how to fix objects on roads would be to go along the roads in a map-maker version and to manually remove the offending objects one by one.

This is for maps with few roads not an arduous task. But on many maps of European areas, nigh on impossible without going stark raving mad.

Surely though some kind of (java?) tool could be devised for this? Auto-popping of map textures works in this manner I believe, objects are placed on textures with a designated RGB value. So the opposite should be doable as well: namely removing objects on textures with a certain RGB value.

For roads, there would probably have to be a range of RGB values set instead of just one, but that should be of little consequence to the basic idea i would think.

Too bad i have no idea at all, no notion or experience with programming anything at all.
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Uzin

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Re: FIX textures for ALL Cyberolas maps
« Reply #18 on: October 24, 2019, 08:46:27 AM »

There might be a solution:
instead of using Kevin's Treemask.tiff, (which  removes every possible road), to create particular mask by extracting the roads from map_T.tga file (e.g. by Novecat tool) and making it of the same size and RGB as  Kevin's one, then applying this particular mask , as wcat shows in post #2 of this thread.
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greybeard

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Re: FIX textures for ALL Cyberolas maps
« Reply #19 on: October 25, 2019, 01:07:33 AM »

Thanks gents for your attention. Unfortunately your hints are like ancient chinese language for me! :P Hope this discussion will bring to a solution.
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