#4269200 - 06/11/16 05:11 PM
Ground Textures Mod 10.0
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Joined: Jun 2016
Posts: 53
Barthek
Junior Member
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Junior Member
Joined: Jun 2016
Posts: 53
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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/Q6yScBest regards, Barthek
Last edited by Barthek; 02/19/17 10:25 AM.
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#4269201 - 06/11/16 05:15 PM
Re: Ground Textures Mod 10.0
[Re: Barthek]
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Joined: Sep 2010
Posts: 772
Johnny_Redd
Member
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Member
Joined: Sep 2010
Posts: 772
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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."
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#4269207 - 06/11/16 05:50 PM
Re: Ground Textures Mod 10.0
[Re: Barthek]
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Joined: Mar 2011
Posts: 2,042
cichlidfan
Member
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Member
Joined: Mar 2011
Posts: 2,042
Woodbridge, VA, USA
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#4269235 - 06/11/16 07:39 PM
Re: Ground Textures Mod 10.0
[Re: Flogger23m]
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Joined: Mar 2015
Posts: 337
Art_J
Member
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Member
Joined: Mar 2015
Posts: 337
Warsaw, Poland
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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.
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#4269248 - 06/11/16 08:39 PM
Re: Ground Textures Mod 10.0
[Re: Barthek]
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Joined: Sep 2014
Posts: 797
leaf_on_the_wind
Member
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Member
Joined: Sep 2014
Posts: 797
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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.
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#4269251 - 06/11/16 09:07 PM
Re: Ground Textures Mod 10.0
[Re: Art_J]
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Joined: Jun 2010
Posts: 616
Ratcatcher
Member
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Member
Joined: Jun 2010
Posts: 616
North Yorkshire, UK
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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.
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#4269346 - 06/12/16 11:09 AM
Re: Ground Textures Mod 10.0
[Re: Barthek]
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Joined: Oct 2009
Posts: 1,342
Remon
Member
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Member
Joined: Oct 2009
Posts: 1,342
Greece
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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.
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#4269383 - 06/12/16 02:35 PM
Re: Ground Textures Mod 10.0
[Re: Ratcatcher]
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Joined: Mar 2015
Posts: 337
Art_J
Member
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Member
Joined: Mar 2015
Posts: 337
Warsaw, Poland
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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.
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#4269410 - 06/12/16 04:42 PM
Re: Ground Textures Mod 10.0
[Re: Art_J]
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Joined: Jun 2010
Posts: 616
Ratcatcher
Member
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Member
Joined: Jun 2010
Posts: 616
North Yorkshire, UK
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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!
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#4269466 - 06/12/16 09:10 PM
Re: Ground Textures Mod 10.0
[Re: Barthek]
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Joined: Dec 2005
Posts: 161
zaelu
MercInc staff
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MercInc staff
Member
Joined: Dec 2005
Posts: 161
France (ex Romania)
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Welcome Barthek (to the dark side ). 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.
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#4269774 - 06/13/16 08:20 PM
Re: Ground Textures Mod 10.0
[Re: Barthek]
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Joined: Jan 2010
Posts: 75
Yurgon
Junior Member
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Junior Member
Joined: Jan 2010
Posts: 75
Germany
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Welcome, Barthek, glad the texture mod found a new home! 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!" General Martok, Star Trek DS9 6.3 "Sons and Daughters"
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#4269782 - 06/13/16 08:43 PM
Re: Ground Textures Mod 10.0
[Re: Barthek]
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Joined: Apr 2001
Posts: 7,365
Stratos
Hotshot
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Hotshot
Joined: Apr 2001
Posts: 7,365
Amposta, Spain
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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!!
sandbagger.uk.com/stratos.html
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#4269825 - 06/13/16 10:38 PM
Re: Ground Textures Mod 10.0
[Re: Barthek]
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Joined: Jun 2016
Posts: 16
Teldja
Junior Member
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Junior Member
Joined: Jun 2016
Posts: 16
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Here you are ! Glad you found a new place to share your amazing work Bartek. Looking forward for incoming updates.
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