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#4321676 - 12/20/16 11:42 AM Re: Ground Textures Mod 10.0 [Re: leaf_on_the_wind]  
Joined: Jun 2016
Posts: 36
Gliptal Offline
Junior Member
Gliptal  Offline
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Joined: Jun 2016
Posts: 36
Trento, Italy
Originally Posted By: leaf_on_the_wind
Downloading now thats a lot Barthek

I gave up using JSME (it keeps crashing with DCS 2.0 when generating snapshots)

I tried this one tho and it works well (link to the dark side) - https://forums.eagle.ru/showthread.php?t=171956
There is no need to make a snapshot for JSGME to work.

Inline advert (2nd and 3rd post)

#4321746 - 12/20/16 04:27 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jun 2006
Posts: 1,663
mdwa Offline
Member
mdwa  Offline
Member

Joined: Jun 2006
Posts: 1,663
Way over in Perth, Western Aus...


mdwa
#4322024 - 12/21/16 10:43 AM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: May 2011
Posts: 177
clarasdk Offline
Member
clarasdk  Offline
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Joined: May 2011
Posts: 177
Denmark
Originally Posted By: Barthek
Thank you guys for your positive comments and backup! They only prove that the last 4 months I spent on developing GTM7 didn't go down the drain.


Mdwa - great shots down there! Thanks for sharing.
Teldja - what a magnificent vid! Thank you for posting it - great music choice!
clarasdk - try downloading it from this source: http://rofmods.com/en/JSGME_Utility/

Cheers,
Barthek


Worked, not problems with jsgme now. Installing your create mod right now. Thank you for the work you put in!!


Noob in current sims, but played tons of combat sims back in the 80's and 90's

Flying:
DCS World 2 Beta
Prepar3d primarily GA planes
Elite Dangerous

And I love games like XCOM, Fallout etc


System:
I7-2600k, MSI GTX 1070 Gaming X 8 gigs, 16 gigs memory,Thrustmaster Warthog, Thrustmaster MFD, Saitek pro flight pedals and TrackIR 5
Saitek yoke, multipanel, radiopanel and switch panel
3* Dell U2414H

#4322318 - 12/22/16 07:17 AM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Nov 2012
Posts: 88
Blooddawn1942 Offline
Junior Member
Blooddawn1942  Offline
Junior Member

Joined: Nov 2012
Posts: 88
Germany
I absolutely appreciate Your work, Barthek! I'm using Your GTM since 6.0 and it turned DCS into a whole new experience for me. I absolutely prefer your mod by far above the "other big texture mod".
With 7.0 it reached a quality level near OrbX products.
Thank you very much!

Last edited by Blooddawn1942; 12/22/16 07:19 AM.

Outgunned, outnumbered though never outclassed!
#4322908 - 12/24/16 06:29 AM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Dec 2012
Posts: 2,572
LOF_Rugg Offline
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LOF_Rugg  Offline
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Joined: Dec 2012
Posts: 2,572
Speaking as someone who used to skin for the community I gotta say great work Barthek! Sierra Hotel!!!!!!

#4323942 - 12/28/16 12:49 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Dec 2012
Posts: 1
croc Offline
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croc  Offline
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Joined: Dec 2012
Posts: 1
great work ! can't decide wich texture pack to use now (bartek , mustangs or starways), so i cycle between them time to time smile

how to enable shadow on trees on gtm7 ?


Last edited by croc; 12/28/16 12:53 PM.
#4326585 - 01/07/17 09:59 AM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Sep 2007
Posts: 5
Lipo Offline
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Lipo  Offline
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Joined: Sep 2007
Posts: 5
- CH -
Just a few words to say thank you (again cheers)

Barthek, you keep bringing a smart addition to this simulator I really enjoy.

Have a good one, happy New Year and all !

#4327866 - 01/11/17 01:51 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jun 2016
Posts: 53
Barthek Offline
Junior Member
Barthek  Offline
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Joined: Jun 2016
Posts: 53
-
Hello fellow simmers,

as you probably know since the very release of GTM 7.0 I have been working on an update. Today I have finished altering main textures and hence I would like to share some screenshots with you. While calling it still "an update" I just want you to know that I have changed almost each individual texture of the mod, including:

- new and more detailed main noise texture
- altered fields (reduced saturation and changed their patterns)
- new airport textures (taxiways, runways, etc.)
- new trees
- new towns and villages
- polished mountains
- and more

There are still some minor bugs I need to deal with but I can surely call todays day a milestone. Once I complete summer, the remaining seasons should not take me so much time (however I have some great plans regarding autumn and winter, so keep your fingers crossed). At the same time I would like to thank you all for your big support and feedback you provide me with. It keeps me motivated and makes the whole project run better each day! wink

Best regards,
Bartek


















And more: http://imgur.com/a/CiFbq


Last edited by Barthek; 01/11/17 01:52 PM.
#4327871 - 01/11/17 01:58 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jan 2015
Posts: 8
Penshoon Offline
Junior Member
Penshoon  Offline
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Joined: Jan 2015
Posts: 8
Looks great Barthek Your terrain textures are my favorites by far

Last edited by Penshoon; 01/11/17 01:58 PM.
#4327874 - 01/11/17 02:12 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jun 2016
Posts: 36
Gliptal Offline
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Gliptal  Offline
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Joined: Jun 2016
Posts: 36
Trento, Italy
Maybe it's just me, but it looks like you toned down the greens a bit, which I'm totally on board with.

#4327893 - 01/11/17 03:27 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Nov 2015
Posts: 19
Sporg Offline
Junior Member
Sporg  Offline
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Joined: Nov 2015
Posts: 19
Swe/Dk
They look brilliant Barthek. smile

And @Gliptal, yes, he toned down the green as he mentions in:

Quote:
- altered fields (reduced saturation and changed their patterns)

- after request from users.

I admit it took me a while to see it, but when I tried a very sunny midday with higher lighting settings on my monitor, they did look a little too greenish/saturated to me also.


#4327903 - 01/11/17 04:06 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jun 2006
Posts: 1,663
mdwa Offline
Member
mdwa  Offline
Member

Joined: Jun 2006
Posts: 1,663
Way over in Perth, Western Aus...
Looks great Barthek - eagerly awaiting release...


mdwa
#4328114 - 01/12/17 03:51 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jun 2006
Posts: 1,663
mdwa Offline
Member
mdwa  Offline
Member

Joined: Jun 2006
Posts: 1,663
Way over in Perth, Western Aus...
GTM 7 in the rain...
AEF 161 Server









Took a hit from a Manpads, R engine fire, had to shut down that engine but managed to land and repair, rearm, refuel and now I know where that manpads is for some revenge...




mdwa
#4328687 - 01/15/17 03:28 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jul 2016
Posts: 30
Member01 Offline
Junior Member
Member01  Offline
Junior Member

Joined: Jul 2016
Posts: 30
Germany
At first; thanks for the Mod... smile
But... for me all is a way too dark green.
Dark green for trees = very good. Best way a mix of different dark greens (my thoughts).
But the dark green is overall and kills the immersion for me.
There is no terrain I know or I have pictures seen from which is so extreme dark green.. overall.
Even the yellow is "green" at the distance.
I switched back to 6.5

#4328697 - 01/15/17 04:08 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Dec 2005
Posts: 161
zaelu Offline
MercInc staff
zaelu  Offline
MercInc staff
Member

Joined: Dec 2005
Posts: 161
France (ex Romania)
I think the same. The green is killer. I think the google maps view is deceiving

google maps from the area

it looks green like heck but not realistic. It looks like a scanner picture of a paper. You know if you photograph a page with some text while you holding it in hand horizontally... the page in the picture will look distorted a bit because the page will stay bent in the nah, will have depth from shadows also a bit of dept of field effect. While a scanned page will be flat flat flat and same light everywhere. Useful for documents but if you want to resemble more like a picture you need the first variant.

#4328717 - 01/15/17 04:47 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jun 2016
Posts: 53
Barthek Offline
Junior Member
Barthek  Offline
Junior Member

Joined: Jun 2016
Posts: 53
-
Thank you for your feedback. Being an individual who devotes his free time to DCS modding, I sometimes have difficulties with keeping you guys up to date because I'd rather change some textures than start browsing forums and boast about some minor changes. Since the very release of GTM 7.0 I have been working on an update. A few days ago I finished altering main textures and hence I would like to share some screenshots with you. While calling it still "an update" I just want you to know that I have changed almost each individual texture of the mod, including:

- new and more detailed main noise texture
- altered fields (reduced saturation and changed their patterns)
- new airport textures (taxiways, runways, etc.)
- new trees
- new towns and villages
- polished mountains
- and more

There are still some minor bugs I need to deal with but I can surely call todays day a milestone. Once I complete summer, the remaining seasons should not take me so much time (however I have some great plans regarding autumn and winter, so keep your fingers crossed). At the same time I would like to thank you all for your big support and feedback you provide me with. It keeps me motivated and makes the whole project run better each day! wink


Link to the photos, enjoy: http://imgur.com/a/CiFbq

#4328723 - 01/15/17 05:16 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jul 2016
Posts: 30
Member01 Offline
Junior Member
Member01  Offline
Junior Member

Joined: Jul 2016
Posts: 30
Germany
Thank you for your report! smile

It looks a WAY better now.
I have to ask: are the corn fields are not a little to small? Because they are so small they give the whole picture a "noise" which gives me the feeling that doesn't look right.
Zaelus google maps link showed very well that the fields are much bigger.
Perhaps you can overlook that?
The rest looks really amazing good for me. Can't wait to put my hands on it! biggrin

Last edited by Member01; 01/15/17 05:17 PM.
#4328760 - 01/15/17 10:07 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Sep 2014
Posts: 797
leaf_on_the_wind Offline
Member
leaf_on_the_wind  Offline
Member

Joined: Sep 2014
Posts: 797
Looks great keep up the good work



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

#4328861 - 01/16/17 03:07 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Dec 2005
Posts: 161
zaelu Offline
MercInc staff
zaelu  Offline
MercInc staff
Member

Joined: Dec 2005
Posts: 161
France (ex Romania)
Barthek, the new shots are looking very promising!!

Try to make some shots with a lower FOV. Use RCtrl+Num* to Zoom in then mouse wheel to move away the camera. I think the default FOV does not make justice to your mod (nor Starway's imho).

#4329051 - 01/17/17 12:43 PM Re: Ground Textures Mod 10.0 [Re: Barthek]  
Joined: Jun 2016
Posts: 53
Barthek Offline
Junior Member
Barthek  Offline
Junior Member

Joined: Jun 2016
Posts: 53
-






WIP buildings.

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