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#2884985 - 10/21/09 05:48 PM Re: SURFACE Textures Colors Shaders [Re: DrKevDog]
DrKevDog Offline
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Red Hot, perhaps?









Or... some new models with new colors/shading. Below you can see the new contrasted with the old.








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#2885693 - 10/22/09 02:48 PM Re: SURFACE Textures Colors Shaders [Re: DrKevDog]
mikew Offline
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Originally Posted By: DrKevDog
...In order to accommodate for that problem I attempted to modify the code in the .3D object files but was frustrated by the inflexibility of the coding...
Not sure I agree with this. The .3 format seems to be very flexible....but a lot of things need to be considered when modifying the files so that they remain 'consistent'.

From the first picture in the last post, it looks like textures have been replaced with shaded surfaces (I know that hanger well smile ), but in this day and age, isn't the idea to replace shaded surfaces with textures?

I haven't kept up with this, so I'm probably missing something though. smile

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#2887126 - 10/24/09 03:32 PM Re: SURFACE Textures Colors Shaders [Re: mikew]
DrKevDog Offline
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Originally Posted By: mikew
Not sure I agree with this. The .3 format seems to be very flexible....but a lot of things need to be considered when modifying the files so that they remain 'consistent'.


By strict definition perhaps you are correct and certainly it is not impossible to modify the .3 files, however, the process of maintaining that consistency is slow and tedious, effecting only one file at a time. For a team of individuals working together, no problem, but that is not the case here with TAW.

Originally Posted By: mikew
From the first picture in the last post, it looks like textures have been replaced with shaded surfaces (I know that hanger well smile )


Actually, each of the pictures in this thread have been a combination of models using textured surfaces and shaded surfaces

Originally Posted By: mikew
...but in this day and age, isn't the idea to replace shaded surfaces with textures?

I haven't kept up with this, so I'm probably missing something though. smile


I don't know about you, but I suspect one of the main reasons I have spent years working with a program that is now more than a decade old is because I have little desire to keep up with modernity for the sake of simply following the trends. Besides, I'm an optimist not an idealist biggrin

Seriously though, I have been working on new building surface textures and have provided one of the pics (below) which is appropriate for our current fall weather here in the midwest. The problems are: 1. simply substituting with 8-bit textures is complicated by the fact that a.) they are difficult to find and b.) not much is to be gained by their substitution IMHO. 2. Using the conversion process you coached Polak through on the terrain to now upgrade the surface textures to a higher color depth is also an option, however, many of the basic 3D objects for buildings in TAW are unusually non-conventional, to re-texture these with upgraded textures using what Polak seemed to suggest was a difficult and time consuming process, would be an investment. The end result would perhaps be like what you should expect to get when you put lipstick on a pig WinkNGrin

What we need is new 3d models.




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#2888394 - 10/26/09 02:47 PM Re: SURFACE Textures Colors Shaders [Re: DrKevDog]
mikew Offline
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Some good points there, DKD.

I really do need to get back on the case...

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#2888591 - 10/26/09 09:16 PM Re: SURFACE Textures Colors Shaders [Re: mikew]
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Just to let you guys know that I'm paying attention and haven't been ignoring the thread.

DKD, I think your discoveries are fantastic. 3D modelling and reading hex-code just isn't my strong suit. I'll let you guys with the big brains attack this issue head on!
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#2895436 - 11/05/09 07:31 PM Re: SURFACE Textures Colors Shaders [Re: HomeFries]
DrKevDog Offline
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Since the topic of textures is appropriate, I thought I would include a few pictures of the AGP textured TAW sky. Mind you, this project was abandoned but if there is renewed interest...










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#2895516 - 11/05/09 10:55 PM Re: SURFACE Textures Colors Shaders [Re: DrKevDog]
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Use my colors, and you could make some absolutely amazing sunrises and sunsets.
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#2895799 - 11/06/09 08:16 AM Re: SURFACE Textures Colors Shaders [Re: HomeFries]
mikew Offline
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DKD, Interesting stuff.

HomeFries, I might have asked you this before, but do you have any experience with with the scripting language Python?

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#2895814 - 11/06/09 08:33 AM Re: SURFACE Textures Colors Shaders [Re: mikew]
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No Python experience, Mike, but I am a quick study.
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The average Naval Aviator, despite the sometimes swaggering exterior, is very much capable of such feelings as love, affection, intimacy, and caring.
These feelings just don't involve anyone else.

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#2896001 - 11/06/09 11:43 AM Re: SURFACE Textures Colors Shaders [Re: HomeFries]
mikew Offline
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Good, I was almost hoping you'd say that because if this is of any interest, you may want to join in. smile

When I've written any utility to help decipher TAW, or do any general computing task, I've lazily just used my 13 year old version of VB5. This is a computing dead end though, and I'd like to move on to something else.
I've picked Python since I really don't like the bloat of the modern .NET Microsoft stuff and I like the idea of cross platform open source software, and the active Python community is huge. Being able to put Python experience on a CV doesn't hurt either, which is why this has come up right now. smile

Why am I saying this here?
Well, since I will attempt any new TAW tasks in Python and I haven't a clue what I'm doing (although I've got a big book), it may be some time before anything useful appears. I have seen what Python can do though, and I predict that if I can just get over the initial learning hump, productivity should increase dramatically compared to using VB. The idea is that having something interesting like TAW to work on will accelerate this learning process.

Anyway, I'll try and write something TAW related in Python over the weekend in order to show its potential.....

DKD, apologies for hijacking your thread.

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