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Author Topic:   Terrains in hi-res
semmern
Pilot
posted 08-14- 02:20 AM     Click Here to See the Profile for semmern   Click Here to Email semmern     Edit/Delete Message   Reply w/Quote
Just a funny question.
If someone textured a terrain in SDOE with 512x512 textures, say, someone retextured the stock Dover terrain in 1024x1024, approximately how large (how huge) would the download be???

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AGAS - 5
Pilot
posted 08-14- 02:38 AM     Click Here to See the Profile for AGAS - 5   Click Here to Email AGAS - 5     Edit/Delete Message   Reply w/Quote
Hi Semmern

Don't know if it could be done....but, if the orig tile was 512 x 512, then times the
size of the texture folder by 4....this should give you an idea

Cheers,

------------------
AGAS 5

=RAAF75=

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Rendsburger
Pilot
posted 08-14- 05:48 AM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
AGAS,
ROTFLOL
You are right!

Original tiles used 256x256 textures and the terrains are about 25MB big.
25x4 and happy download ;-)))

Rendsburger

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AGAS - 5
Pilot
posted 08-14- 06:45 AM     Click Here to See the Profile for AGAS - 5   Click Here to Email AGAS - 5     Edit/Delete Message   Reply w/Quote
Well, Mr President.....

If the orig was 256 and you want 1024, times the texture folder by 16 (16 x 256 image = a 1024 image)

Now lets see, that would be.....

Cheers,

------------------
AGAS 5

=RAAF75=

[This message has been edited by AGAS - 5 (edited 08-14-2001).]

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Nat
JAG
posted 08-14- 06:53 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
for Dover (+/-5mb)

current texture size = 36mb
reset to 512x512 = 144mb
---------1024x1024 = 576mb

[This message has been edited by Nat (edited 08-14-2001).]

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Rendsburger
Pilot
posted 08-14- 08:20 AM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
After reading this posting i´m thinkin of creating bigger hires using terrain (80x80mls);-)))

Rendsburger

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Sturm Spieler
Pilot
posted 08-14- 11:40 AM     Click Here to See the Profile for Sturm Spieler     Edit/Delete Message   Reply w/Quote
Wait a minute, I'm no expert but all the talk seems to be about how long it would take to download...is that right? Well couldn't certain terrains, (if your machine could handle it), be that big but just PUT IT ON A CD TO MAIL TO PEOPLE. See I'm thinkin of somethin, the people with monster systems do deserve to develop the game so that it competes with how systems are getting bigger. Hi-Tex skins, more detailed terrrains, frame rate eatin planes, ground vehicles, etc. BBBBUUUUUTTTTT the people who can't afford better systems suffer when advances are made,i.e. ONLINE PLAY. What I'm getting at, is there maybe needs to be 2 SDOE's, SDOE("production" does not change from this point just refining stuff, getting rid of bugs etc.) and SDOE GOLD,( where the perspective for development and testing is from the perspective of Super systems, Pentium 4, 32 or 64 graphics card, big time RAM, etc.), would'nt that provide for more exiting development anyways!!!!!!!

That way the online standard would be SDOE, because it accommodates the majority of sytems and is more stable,(free of bugs refined,standardized, etc.), and offline play or elite-online gaming would be better suited to SDOE GOLD. Mainly, because stuff is experimental, harder to fix unless your a pro at programming etc.. The people who are good at the latter, usually have better systems anyway! Lets face it I with the exception of Sturmavich, I don't see any new UBER-WW2-combat flight sims on the horizon. WHy not get organized this way. It ultimately serves both the novice or mediocre system person AND the expert SDOE veterans or people with FANCY_SMANCY sytems.

SDOE

AND


SDOE GOLD


p.s. To solve the downloading problem,i.e. Huge Terrains, all SDOE GOLD stuff would be sent out VIA-MAIL on Cds!!!!!!

THINK ABOUT IT


Sturm Spieler

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Diego Lozano
Pilot
posted 08-14- 03:11 PM     Click Here to See the Profile for Diego Lozano   Click Here to Email Diego Lozano     Edit/Delete Message   Reply w/Quote
One new terrain texture with 256 tiles is 5120x5120. At 512 it will be 10240x10240. Each layer is 75mb for the 5120 with about 4 layers during the painting stage. So that is about 375mb that need to be started up and shut down over and over until it looks "finished". I really doubt that my machine can handle upwards of 1gb for each in-progress terrain...unless of course I magically start recieving free upgrade donations in the mail

Of course these figures are for the texture in progress. The final texture size will be much smaller once it has been compressed.

[This message has been edited by Diego Lozano (edited 08-14-2001).]

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Snickers
Pilot
posted 08-14- 03:29 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
Would $5.00 US help?

------------------
Snickers
=FC=
Thou shalt maintaineth altitude, lest the earth rise up and smite thee.

[This message has been edited by Snickers (edited 08-14-2001).]

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Diego Lozano
Pilot
posted 08-14- 05:12 PM     Click Here to See the Profile for Diego Lozano   Click Here to Email Diego Lozano     Edit/Delete Message   Reply w/Quote
5 bucks...sure, my kid needs new shoe laces

I just put up those figures to give people an idea of what is involved. I'm playing around with a colorized satelite texture that would only look good if it was done up Hi-Res. That is way back on the burner for now.

Actually, the entire d/l for Bavaria was around 25mb but, the bulk of it was terrain texture. Now, if I can figure out how much of the d/l is texture and how much of it was other folders that wouldnt get any bigger(targets,towns,airfields etc), we could still be under that 100mb range. Considering that the other terrain d/l were about 70mb+ the trade off wouldnt be so bad.

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Nat
JAG
posted 08-14- 05:17 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
good point Diego, one I shouldn't have missed considering all the bitching I used to do about the memory eaten up when working on terrain textures, but your right, we realy couldn't work on textures that big with masses of RAM and an amasingly fast CPU

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Rendsburger
Pilot
posted 08-14- 06:33 PM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
Guys i´m not a pc tech guru but if you use hires terrain tifs and your farclip is about 10mls so you are able to see 100 terrain tiles.
Does this mean if each tif is about 700kb uncompressed:
100x700kb= 70MB
and maybe 4 different planes (each planes need also about 1MB tifs) and don´t forget the towns/airfield etc...

Does this mean you need a videocard with 80MB VIDEORAM????
Never heard about such big card.

Rendsburger

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PV
Cadet
posted 08-15- 04:41 AM     Click Here to See the Profile for PV     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Diego Lozano:

I just put up those figures to give people an idea of what is involved. I'm playing around with a colorized satelite texture that would only look good if it was done up Hi-Res. That is way back on the burner for now.

[/B]


Yes, I have thought that a sat image laid over the dover terrain would be slick, until I realized that the odd appearance about that terrain which had been bugging me, was that although the heights are accurate, the horizontal scale is somewhat less than 1/3 actual size, which is why you can travel 100 miles in about 4 minutes. (By way of introduction, assuming this works, this is my first post to fsic. I don't play online, but I've been playing about with FS for a couple of months now, and have benefited greatly from the fine work of the FS community. This is quite an impressive entity you people have put together, and I wanted to register my appreciation. I can see how this platform could expand in all sorts of directions. Anyway, hello!)

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PV
Cadet
posted 08-15- 04:54 AM     Click Here to See the Profile for PV     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Nat:
good point Diego, one I shouldn't have missed considering all the bitching I used to do about the memory eaten up when working on terrain textures, but your right, we realy couldn't work on textures that big with masses of RAM and an amasingly fast CPU

Yes, that's a pretty good summary of the situation
with Rowan's Battle of Britain, which has full colour
arial photo tiles which map onto the southeast third
of britain and the north of france at one-to-one (ie
the terrain is the proper size for the planes). It requires
Pretty much this year's vintage machine with monster graphics card
to run. (I have played it, and the graphics are truly amazing, but
you can't fly a mosquito )

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Shadowcat
Cadet
posted 08-15- 07:47 AM     Click Here to See the Profile for Shadowcat   Click Here to Email Shadowcat     Edit/Delete Message   Reply w/Quote
I also assume that 4 or 16 times the terrain resolution would equate to roughly 4-16 times the delay at the start of the mission waiting for that tick to appear beside the terrain part of the check-list.

:/

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--
Shadowcat
One of Many

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wakeup tailgunner
JAG
posted 08-15- 11:01 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
And don't even think about the size of the cache file....add a few terrains, and the game will load quicker the second time....as long as you have a gig or so free space to fill with the cache file......

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