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#4269200 - 06/11/16 05:11 PM Ground Textures Mod 10.0  
Joined: Jun 2016
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Barthek Offline
Junior Member
Barthek  Offline
Junior Member

Joined: Jun 2016
Posts: 53
-


Fellow DCS pilots,

Today I am proud to release the newest version of my Ground Textures Mod. The development of the current release took me 3 months, however, it would take much longer if I didn’t have the experience which I gradually gained starting from my very first project. I decided to name this version GTM 10 due to the fact that it will probably be the last one on my dcs modding journey. Hence, I hope it will meet your requirements and make the DCS experience much deeper.

A few facts about GTM 10:

- GTM 10 is an overhaul of DCS terrain textures
- about 500 textures have been edited
- changes affect buildings, cities, towns, fields, forests, mountains, airports and many more
- the package is JSGME ready
- I don't observe any significant fps loss on my rig when compared to vanila textures
- finding targets on A-10 TGP may be a bit harder depending on the place where the units are placed (but not impossible)

I wish you a lot of fun with this release and I am looking forward to hearing your feedback!


DOWNLOAD: http://www.lockonfiles.com/files/file/3388-bartheks-gtm-10/
SCREENSHOTS: http://imgur.com/a/Q6ySc

Best regards,
Barthek






















Last edited by Barthek; 02/19/17 10:25 AM.
Inline advert (2nd and 3rd post)

#4269201 - 06/11/16 05:15 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
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Posts: 772
Johnny_Redd Offline
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Johnny_Redd  Offline
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Posts: 772
It's good to see you here Barthek. And its good to see you will continue to release your textures.


DCS Kickstarter
Wags July 2014 "In this July 2014 update, the primary news is in regards to the restructured backer rewards. After a careful review of the older system under RRG, we found it financially unattainable."
Wags October 2017 "the investment vs. generated revenue has been excellent for the World War II aircraft. In fact, the P-51D Mustang has twice the cost effectiveness of the A-10C Warthog."
#4269202 - 06/11/16 05:23 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
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Paradaz Offline
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Paradaz  Offline
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UK
Welcome, excellent news......look forward to having a play when ready.


On the Eighth day God created Paratroopers and the Devil stood to attention.
#4269207 - 06/11/16 05:50 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
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cichlidfan Offline
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Welcome, and thank you!


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#4269208 - 06/11/16 05:50 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Mar 2002
Posts: 14,410
Tom_Weiss Offline
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Tom_Weiss  Offline
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Posts: 14,410
3rd Planet, Sun
smile

#4269209 - 06/11/16 06:01 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jul 2005
Posts: 4,183
Force10 Offline
I'm just a
Force10  Offline
I'm just a
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CA
Welcome Barthek!

Very nice first post!

thumbsup


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#4269218 - 06/11/16 06:32 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Dec 2002
Posts: 4,168
Flogger23m Offline
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Flogger23m  Offline
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Joined: Dec 2002
Posts: 4,168
US
It looks stunning. Does this include changes to buildings and grass? Looks more detailed than Starway's when it comes to the ground itself. Second screen shot with the Mirage looks amazing.

#4269233 - 06/11/16 07:26 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jul 2014
Posts: 1,180
scrim Offline
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scrim  Offline
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Joined: Jul 2014
Posts: 1,180
Welcome, and looking goooood! Looking forward to trying it, I think it's very promising that the terrain isn't positively pockmarked like Starway's. That put me right off it, especially as it took FLIR from "bad" to "useless" in a hurry.

#4269235 - 06/11/16 07:39 PM Re: Ground Textures Mod 10.0 [Re: Flogger23m]  
Joined: Mar 2015
Posts: 337
Art_J Offline
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Art_J  Offline
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Joined: Mar 2015
Posts: 337
Warsaw, Poland
Originally Posted By: Flogger23m
It looks stunning. Does this include changes to buildings and grass? Looks more detailed than Starway's when it comes to the ground itself. Second screen shot with the Mirage looks amazing.


It doesn't - yet. That's why I'll stick with Starway's for now. However, Barthek's mod has been a steady, continuously ongoing project for 2 years, so I'm absolutely sure new buildings will come.

The best thing for us is to have options anyway, especially now, with recent scenery switcher mod.

#4269248 - 06/11/16 08:39 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Sep 2014
Posts: 797
leaf_on_the_wind Offline
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leaf_on_the_wind  Offline
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Joined: Sep 2014
Posts: 797

Welcome aboard good sir, behold these wonderful forums of SimHQ where people
can talk in an open manner

Very nice looking mod, cannot wait to try it out



Ferengi Rule of acquisition #1 Once you have their money ... never give it back.

#4269251 - 06/11/16 09:07 PM Re: Ground Textures Mod 10.0 [Re: Art_J]  
Joined: Jun 2010
Posts: 616
Ratcatcher Offline
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Ratcatcher  Offline
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Posts: 616
North Yorkshire, UK
Originally Posted By: Art_J
Originally Posted By: Flogger23m
It looks stunning. Does this include changes to buildings and grass? Looks more detailed than Starway's when it comes to the ground itself. Second screen shot with the Mirage looks amazing.


It doesn't - yet. That's why I'll stick with Starway's for now. However, Barthek's mod has been a steady, continuously ongoing project for 2 years, so I'm absolutely sure new buildings will come.

The best thing for us is to have options anyway, especially now, with recent scenery switcher mod.


I think you just answered my question, but are these 2 mods compatible ( i.e you get the benfit of Barthek's ground textures and Starways buildings? )

At any rate I like the look of them and will certainly give it a go on release.

Thanks for your efforts!

Last edited by Ratcatcher; 06/11/16 09:08 PM.
#4269335 - 06/12/16 08:37 AM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Mar 2015
Posts: 337
Art_J Offline
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Art_J  Offline
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Joined: Mar 2015
Posts: 337
Warsaw, Poland
Compatible? I guess one could try to copy Starway's building_textures.zip, put it into Barthek's Vfstextures folder and see if it works. Probably should as these are just textures, and they're not affected but different noise settings both authors use. Never tried it though.

#4269337 - 06/12/16 10:16 AM Re: Ground Textures Mod 10.0 [Re: Barthek]  
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Posts: 616
Ratcatcher Offline
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Ratcatcher  Offline
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Posts: 616
North Yorkshire, UK
I was actually thinking of being a bit more low tech.

i.e Using JSGME, install Starway's textures then load Bartheks, if Bartheks doesn't have any altered building textures, would it not just replace the ground textures leaving all other files alone?

#4269346 - 06/12/16 11:09 AM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Oct 2009
Posts: 1,342
Remon Offline
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Remon  Offline
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Joined: Oct 2009
Posts: 1,342
Greece
Does anyone have a link to upuaut's texture managing mod? With it you can mix and match texture sets.

Last edited by Remon; 06/12/16 11:11 AM.
#4269383 - 06/12/16 02:35 PM Re: Ground Textures Mod 10.0 [Re: Ratcatcher]  
Joined: Mar 2015
Posts: 337
Art_J Offline
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Art_J  Offline
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Joined: Mar 2015
Posts: 337
Warsaw, Poland
Originally Posted By: Ratcatcher
I was actually thinking of being a bit more low tech.

i.e Using JSGME, install Starway's textures then load Bartheks, if Bartheks doesn't have any altered building textures, would it not just replace the ground textures leaving all other files alone?


Yep, that might work.

I would still recommend making Your own JSGME-ready archive, by zipping Barthek's terrain folders and combining the resulting files with Starway's zip for the buildings, just to save disk space and some JSGME clicking before and after every DCS update. I think someone on the ED forum already did it.

#4269410 - 06/12/16 04:42 PM Re: Ground Textures Mod 10.0 [Re: Art_J]  
Joined: Jun 2010
Posts: 616
Ratcatcher Offline
Member
Ratcatcher  Offline
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Joined: Jun 2010
Posts: 616
North Yorkshire, UK
Originally Posted By: Art_J
Originally Posted By: Ratcatcher
I was actually thinking of being a bit more low tech.

i.e Using JSGME, install Starway's textures then load Bartheks, if Bartheks doesn't have any altered building textures, would it not just replace the ground textures leaving all other files alone?


Yep, that might work.

I would still recommend making Your own JSGME-ready archive, by zipping Barthek's terrain folders and combining the resulting files with Starway's zip for the buildings, just to save disk space and some JSGME clicking before and after every DCS update. I think someone on the ED forum already did it.


That's great, many thanks for the tip!

#4269466 - 06/12/16 09:10 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Dec 2005
Posts: 161
zaelu Offline
MercInc staff
zaelu  Offline
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Joined: Dec 2005
Posts: 161
France (ex Romania)
Welcome Barthek (to the dark side biggrin ). Great reStart!

Please take in consideration increasing the contrast of the trees. They look good in many shots but in actual game play they kinda disappear.

Also, since I've seen you now include your take on the lua files, try to make he low.lua mirrors.lua. And warn people about it.... I seen comments that these mods affect FPS and they shouldn't... the biggest problem imho are mirrors and trees rendered too far instead of good subforest texture.

#4269774 - 06/13/16 08:20 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jan 2010
Posts: 75
Yurgon Offline
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Yurgon  Offline
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Posts: 75
Germany
Welcome, Barthek, glad the texture mod found a new home! smile

Haven't tried 6.0 yet, but the earlier versions were amazing already!

Last edited by Yurgon; 06/13/16 08:25 PM.

"War is much more fun when you're winning!"
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#4269782 - 06/13/16 08:43 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Apr 2001
Posts: 7,365
Stratos Offline
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Stratos  Offline
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Amposta, Spain
Have you managed to edit the trees? I'm really interested on that hability.


-Sir in case of retreat, were we have to retreat??
-To the Graveyard!!

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#4269825 - 06/13/16 10:38 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jun 2016
Posts: 16
Teldja Offline
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Teldja  Offline
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Posts: 16
Here you are !

Glad you found a new place to share your amazing work Bartek.

Looking forward for incoming updates. biggrin

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