====== Creating Photorealistic Tiles ====== Tutorial by Joe Labrada(?) in [[https://www.pmctactical.org/forum/viewtopic.php?p=183936#p183936|PMC Tactical forums]]. Translated by Nomis of the 72nd VFW **Manual for the creation of ample photorealistic regions** - look for coordinates of latitude and length in degrees in: http://juanreyero.com/util/latlong/ - Yahoo Satellite maps to downloader 5.19 - put coordinates. - Download with zoom lens 3 - Combine images. - Photoshop: In bigmap fused(?) you must resize the image in percentage to 88% with paint Shop Pro and keep in jpg to save space. KEEP - **Verify size image: note: for smaller cities you can work directly with the whole bigmap if it´s allowed to you to open it with image cute. to do that when adapting the frame, look for the smaller possible image which is a multiple of 512 but with an even number of textures in both axes in case you want to divide it in 4 pieces.** - Photoshop: resize frame: 13312x1312 (multiple of 512): we divide the image in four so that image cute can manage it: bigmap11, bigmap12 bigmap21 bigmap22 - paint white the zones that do not interest. - create enmeshes of 512x512 to visualize and to select - select 13x13 quadrants (divide in four 13x13 superquadrants) - select and copy - create new document: 6656x6656. fit with maximum zoom and keep the four superquadrantes 6656x6656 (bimap 11, bigmap12, bigmap21 bigmap22) - reduce bigmap.jpg to 2000x2000 - Paint Shop Pro: - take bigmap2000x2000 - reduce to 256 colors export pallete - Import pallete in xhtile.pcx to "01-Runtiles.v1.1 PALLETE OF the H TEXTURES"; Image Cut Ver1.5: http://www.sliceimage.com/ - Import background: Open the superquadrant 6656x6656 with ImageCut - splitter: delete all spliters - add gridd: 13x13 - Split. Verify that they leave the textures 512. - Save (choose folder where you´ll save it) - Repeat the process with the four superquadrants (when you open the new one do not to save the previous one) - ACDSEE: erase blank textures. if you´re doubt, check with iMage cute which quadrants are left to erase. Check numeration. - multi-rename with ACDSEE (8 letters or numbers): H ?? XX### (the H for the texture H, being ?? the abbreviated names of the city, XX the code of the superquadrant from which it came (11,12,21,22) and 000 the numeration, EP: HBC11###). We match the filenames according to the bigmap they came from. - Total image to converter: massive conversion to PCX - Paint Shop Pro: edition of transition textures, coasts if any, etc. verify with Terrainview what is the predominant terrain in the transictioning zone. - APPLY 01-Runtiles.v1.1 PALLETE OF TEXTURES H (we need to have xhtile.pcx with the Palette already imported). runtiles.bat: @echo off Md htiles for %x in (h*.pcx) do alchemy -fxhtile.pcx -p -Xb512 -Yb 512 %x htiles\%x - Path maker: - modify Texture.bin: Insert sets of textures with the newly created textures (16 in 16) - Edit sea, paths, etc. - Insert textures in the folder of terrainview-textures - replace land textures manually. Terrain View APPLY 02-Runtiles.v1.1BUILD REST OF the GAME of textures. (xfartiles.pcx is used) runtiles.bat: @echo off md mtiles md ltiles md ttiles for %x in (h*.pcx) do alchemy ---f -p -Xb256 -Yb256 %x mtiles\%x for %x in (h*.pcx) do alchemy ---f -p -Xb128 -Yb128 %x ltiles\%x for %x in (h*.pcx) do alchemy -fxfartile.pcx -p -Xb16 -Yb16 %x ttiles\%x cd mtiles ren h*.pcx m*.pcx move m*.pcx .. cd ../ltiles ren h*.pcx l*.pcx move l*.pcx .. cd ../ttiles ren h*.pcx t*.pcx move t*.pcx .. cd .. rd mtiles rd ltiles rd ttiles - Winrar: Insert textures into Texture.zip. (without compression) - SPTinstall: build terrain - Tacedit: Validate airport situation(?).