arma:terrain:satellite_tips
Differences
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arma:terrain:satellite_tips [2011/06/30 15:05] – added more sat making tips. snakeman | arma:terrain:satellite_tips [2024/08/01 12:58] (current) – links added. snakeman | ||
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- | ====== Satellite | + | ====== Satellite |
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+ | [[https:// | ||
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+ | **ArmA 1** aka Armed Assault (ArmA) | ||
Google Earth images give lot of shadows, clouds and other anomalies, what to do? | Google Earth images give lot of shadows, clouds and other anomalies, what to do? | ||
- | You cannot use raw GE imagery for the actual in-game | + | You cannot use raw GE imagery for the actual in-game |
The EMF based layers are also used to create the mask file. It's important to use a texture without clutter associated (like mesto) under and around buildings and roads to prevent stray clutter. I really hate it when there is grass or weeds in a the middle of a paved road or inside a building. | The EMF based layers are also used to create the mask file. It's important to use a texture without clutter associated (like mesto) under and around buildings and roads to prevent stray clutter. I really hate it when there is grass or weeds in a the middle of a paved road or inside a building. | ||
- | The sat map, mask and textures also need to be coordinated so that transitions between them are not too stark. | + | The satellite texture, mask and textures also need to be coordinated so that transitions between them are not too stark. |
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I took samples of the terrain on the island and created a large mosaic in Photoshop. The grabbed the rock formations off the real Google Earth image, and layered it on to base image. Of course there is a lot of artistic retouching, adding noise, smoothing, etc to create a satellite where the textures are to scale with the actual in game terrain, and which match the texture .paa used for close range terrain reproduction. It's important to get them close in color so that there is not a color shift at the various ranges where the ArmA engine changes how it renders the terrain. Otherwise the terrain close to the player will look dark and the distant terrain look too light, or the other way around. | I took samples of the terrain on the island and created a large mosaic in Photoshop. The grabbed the rock formations off the real Google Earth image, and layered it on to base image. Of course there is a lot of artistic retouching, adding noise, smoothing, etc to create a satellite where the textures are to scale with the actual in game terrain, and which match the texture .paa used for close range terrain reproduction. It's important to get them close in color so that there is not a color shift at the various ranges where the ArmA engine changes how it renders the terrain. Otherwise the terrain close to the player will look dark and the distant terrain look too light, or the other way around. | ||
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arma/terrain/satellite_tips.1309446350.txt.gz · Last modified: 2011/06/30 15:05 by snakeman