Discussion Tile making

Amazing!

Micro textures make perfect in Orbiter. By the way, KSP 1 has very nice ground textures at high graphic settings.
 
Sometimes ago I made "Surf" and "Mask" tiles up to 21 level for Block Island. Only tiles, no night lights, no base objects. Every tile is 512x512. It has a lot of water areas (big and small) that I did manually. I could release it as an add-on if someone is interested in it:

Без імені.pngБез імені2.png
Без імені3.pngБез імені4.png
Без імені5.png
 
I doubt which map for Samedan airport (Switzerland) to choose, since each version has its pros and cons:

1b.png1g.png1i.png
2b.png2g.png2i.png

I could release all three versions, but I'm not sure that's a good idea.
 
I'll try to make the green version a little darker, since it seems to be very brightness.
 
I doubt which map for Samedan airport (Switzerland) to choose, since each version has its pros and cons:

View attachment 44037View attachment 44038View attachment 44039
View attachment 44040View attachment 44041View attachment 44042

I could release all three versions, but I'm not sure that's a good idea.

Personally I like the 1i.jpg image better. The other two look like they are overwhelmed a bit by cloud shadows (like a raw Landsat image). I prefer the brightness but you could tone the brightness down a bit if you would prefer.
 
@Matias Saibene, I described it in the post:
 
A strange thing happens. I didn't think that mask tiles can affects anything at day on land, but I'm noticing the vertical grey seam when mask files are used. Left - no mask tiles, right - with mask tiles:

no mask.pngwith mask.png
 
Something with the edges? Maybe alpha or half pixel values?
 
I don't know. I meant the vertical grey seam that is to the left of the ellipse (base). Maybe that's because my surface tiles have resolution 1024 whereas mask tiles are 512, but I'm not sure.
 
I think the hi-res colour mismatched tiles (Baikonur) are an error in the stock surf file?
Your tiles fix this:)
Still getting some edge artifacts, it's the masks as you said, some are 512x512, lower level ones are 1024, I don't think I see any edges there?
0024.jpg
 
I think the hi-res colour mismatched tiles (Baikonur) are an error in the stock surf file?
Yes, the high resolution Surf.tree archive contains several Baikonur tiles of levels 14-15 that have more grey color. I replaced them.
Still getting some edge artifacts, it's the masks as you said, some are 512x512, lower level ones are 1024, I don't think I see any edges there?
Are you using the high version? Could you attach a complete scenario with DG for the area you show above?
 
@Buck Rogers, thank you! I see the issue. It's really caused by mask tiles. I'll try possible solutions.

By the way, you probably noticed that my custom tiles don't include the area with the runway, I thought about it, but it's too large area.
 
Back
Top