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DCS World 2.5.x Caucasus Terrain Textures


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Hey Mustang. Your top down billboards are still reversed. I posted update on the bug fix section regarding this issue.

 

https://forums.eagle.ru/showthread.php?p=4443892#post4443892

 

NormalFixed_04.jpg

 

Those horizontal lines on the billboard trees will be much less noticeable once you fix them.

 

Ground textures are superb.


Edited by Taz1004
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Is there a way to darken the forrest background? Even with the tree slider on 100% the trees pop in. Maybe with a darker forrest floor they would blend in better.

 

Yes there are textures that handle this, I'll take a look today.

 

edit: first post updated.


Edited by Mustang
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Just noticed something. Once you come across bug like the tree normals, you start to suspect everything else it seems.

 

Some of the normals on your ground texture might be flipped too. Or it could be all of them. Incorrect red channel seems to randomize the direction instead of just flipping up/down. As shown on my top down tree billboard example.

 

You might want to test at various lighting and check normals. I'm not touching ground textures :D

 

NormalFixed_05.jpg

 

It looks good even with it but notice things like that when flying low in helos.


Edited by Taz1004
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Best combo ever...... Mustang´s latest Caucasus texture release and the "Darth Vader" Version of Taz....wow.

 

 

 

To both of you a big THANK YOU!!

[sIGPIC][/sIGPIC]my rig specs: i7-4790K CPU 4.50GHz, 32GB RAM, 64bit WIN10, NVidia GeForce GTX 980 Ti, SSD+

 

A10C, UH-1H, M2C, F5E, Gazelle, KA 50, F18C, DCS 2.5x OB

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Also, another suggestion I might make is to reduce some textures. I took a quick glance of the folder and for example VectorDataAssetAutumn.zip/field_1_mask.nm.tif.dds is 2048 x 2048 pixels of nothing it looks like. It's just providing flat color. You should be able to reduce these to 256 x 256 or even 128 x 128. That'd be 12MB of video RAM saved.

 

This kind of optimization should be done by ED really...

 

Thanks for the kudos docWilly.


Edited by Taz1004
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If it's just plain color, it should be no more than 1x1. But what do I know of?

 

I believe lowest game engines usually accept is 8x8. But I was never brave enough to go that low. 32x32 was lowest I use on flat colors on my own projects. Without any issues. And size difference between 32x32 vs 128x128 is minimal. But difference between 2048x2048 and 128x128 is huge.

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I'll resize a few of those textures, they'll be included within package and uploaded shortly - I won't be downsizing or reducing resolution of anything else though.

 

Since you only mentioned resizing textures, I just want to make sure that you saw post #658 too? Individual posts drown so easily...

Helicopters and Viggen

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I'll resize a few of those textures, they'll be included within package and uploaded shortly - I won't be downsizing or reducing resolution of anything else though.

Yeoman work on your part Mustang! many thanks. really do appreciate all of your efforts. I've been flying with your texture files for at least a couple of years. Couldn't imagine flying without them.

 

 

thanks again! :thumbup:

MSI MAG Z790 Carbon, i9-13900k, NH-D15 cooler, 64 GB CL40 6000mhz RAM, MSI RTX4090, Yamaha 5.1 A/V Receiver, 4x 2TB Samsung 980 Pro NVMe, 1x 2TB Samsung 870 EVO SSD, Win 11 Pro, TM Warthog, Virpil WarBRD, MFG Crosswinds, 43" Samsung 4K TV, 21.5 Acer VT touchscreen, TrackIR, Varjo Aero, Wheel Stand Pro Super Warthog, Phanteks Enthoo Pro2 Full Tower Case, Seasonic GX-1200 ATX3 PSU, PointCTRL, Buttkicker 2, K-51 Helicopter Collective Control

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I'll resize a few of those textures, they'll be included within package and uploaded shortly - I won't be downsizing or reducing resolution of anything else though.

 

Right, textures with purpose should stay high. Thanks!


Edited by Taz1004
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Wonderful Mustang..maybe your best to date.

In 4k forests are superb with zero pop up.

I still prefer the vanilla ground texture as it appears more complex to the eye.

Your mod has negated those dayglow colors that have reared their ugly head last couple of updates.

An altogether more pleasing and realistic image.

Superb!

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Thanks Mustang, looks cool !

 

I've got these errors in the log, do you think it's because of your mod ?

 

2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_3.tif' by array '' has size (256, 1024), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_4.tif' by array '' has size (256, 1024), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_5.tif' by array '' has size (256, 1024), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_7.tif' by array '' has size (128, 2048), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_8.tif' by array '' has size (128, 2048), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Can't create texture array ''. Reason: Unspecified error

Zip - VEAF :pilotfly:

 

If you want to learn, talk and fly with french-speaking friends, the Virtual European Air Force is here for you ! Meet us on our Discord and our forum

If you're a mission creator, you may want to check the VEAF Mission Creation Tools (and its GitHub repository) a set of open-source scripts and tools that make creating a dynamic mission a breeze !

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Thanks Mustang, looks cool !

 

I've got these errors in the log, do you think it's because of your mod ?

 

2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_3.tif' by array '' has size (256, 1024), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_4.tif' by array '' has size (256, 1024), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_5.tif' by array '' has size (256, 1024), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_7.tif' by array '' has size (128, 2048), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Image 'border_8.tif' by array '' has size (128, 2048), expected (128, 1024).
2020-08-07 11:45:20.436 ERROR   DX11BACKEND: Can't create texture array ''. Reason: Unspecified error

 

I couldn't help checking that out myself. Looks like ED moved those files to different zip. SimpleOnlayArraySummer.zip. And they did resize those to 128x1024 it seems.

 

And this isn't part of Mustang's mod but I was also checking other files and there're two files in VectorDataAsset.zip called crossroads_arabian_01uvs.png.dds and crossroads_arabian_02uvs.png.dds which are 170 MB each. I opened them up to see what could be so large and it's just normal map. Of lines on the roads. But they saved it in 32 bit. I've never seen 32 bit normal map. Let alone for road markings.

 

Maybe this is a file that isn't being used and just a reference file. I haven't checked. But if it's reference file, there should be another file that does same thing but I haven't seen one. If this is file that is being used, ED needs to re-save these as 8 bit. That's 300 MB of video RAM.

 

Edit: There seems to be 2 more 32 bit normal files in VectorDataAsset files for each season. It's the two largest ones in each zip. These aren't as big as the 170 MB one but still is 40 MB additional per season. I was thinking about doing vfs optimization mod but it would conflict with other Terrain mods.


Edited by Taz1004
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snip.... But if this is file that is being used, ED needs to re-save these as 8 bit. That's 300 MB of video RAM.

holy sheep sh**, every lit bit helps. :)

MSI MAG Z790 Carbon, i9-13900k, NH-D15 cooler, 64 GB CL40 6000mhz RAM, MSI RTX4090, Yamaha 5.1 A/V Receiver, 4x 2TB Samsung 980 Pro NVMe, 1x 2TB Samsung 870 EVO SSD, Win 11 Pro, TM Warthog, Virpil WarBRD, MFG Crosswinds, 43" Samsung 4K TV, 21.5 Acer VT touchscreen, TrackIR, Varjo Aero, Wheel Stand Pro Super Warthog, Phanteks Enthoo Pro2 Full Tower Case, Seasonic GX-1200 ATX3 PSU, PointCTRL, Buttkicker 2, K-51 Helicopter Collective Control

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I couldn't help checking that out myself. Looks like ED moved those files to different zip. SimpleOnlayArraySummer.zip. And they did resize those to 128x1024 it seems.

 

And this isn't part of Mustang's mod but I was also checking other files and there're two files in VectorDataAsset.zip called crossroads_arabian_01uvs.png.dds and crossroads_arabian_02uvs.png.dds which are 170 MB each. I opened them up to see what could be so large and it's just normal map. Of lines on the roads. But they saved it in 32 bit. I've never seen 32 bit normal map. Let alone for road markings.

 

Maybe this is a file that isn't being used and just a reference file. I haven't checked. But if it's reference file, there should be another file that does same thing but I haven't seen one. If this is file that is being used, ED needs to re-save these as 8 bit. That's 300 MB of video RAM.

 

Edit: There seems to be 2 more 32 bit normal files in VectorDataAsset files for each season. It's the two largest ones in each zip. These aren't as big as the 170 MB one but still is 40 MB additional per season. I was thinking about doing vfs optimization mod but it would conflict with other Terrain mods.

 

32bits?! why?!

Banned by cunts.

 

apache01.png

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v1.32 updated in first post.

 

Thanks Mustang ; may I ask what update this version brings ?

Zip - VEAF :pilotfly:

 

If you want to learn, talk and fly with french-speaking friends, the Virtual European Air Force is here for you ! Meet us on our Discord and our forum

If you're a mission creator, you may want to check the VEAF Mission Creation Tools (and its GitHub repository) a set of open-source scripts and tools that make creating a dynamic mission a breeze !

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