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304 commits

Author SHA1 Message Date
Erik Hofman
efc8ecee77 Remove repetitiveness 2021-03-22 14:06:29 +01:00
Scott Giese
7ad3a80023 Update color profile 2021-02-27 00:25:29 -06:00
Erik Hofman
7f3dc7b9b0 Fix the object placement heading 2021-02-19 11:27:33 +01:00
Erik Hofman
f8711a67cb A massive renovation project: Tear down old industry and create shoe-boxes 2021-02-17 22:07:46 +01:00
Erik Hofman
ee6a5490fa Add a second industrial (resynthesized) texture 2021-02-16 14:06:45 +01:00
Erik Hofman
622e82fe7d Add an European industrial definition 2021-02-16 11:29:53 +01:00
Erik Hofman
a8b278005b Add an European industrial definition 2021-02-16 11:29:11 +01:00
Erik Hofman
1a594d8611 Define the locations for buildings 2021-02-07 14:09:19 +01:00
Erik Hofman
ba5f7b2b4f group farm buildings in three distinctive farms: crop, cattle and horse farms 2021-02-07 11:53:19 +01:00
Erik Hofman
0ffcc94da5 Improved vegitation (masks) 2021-02-06 13:40:24 +01:00
Erik Hofman
62be6817ed make the mask textures 256x256 pixels like for other mask textures 2021-02-03 08:55:00 +01:00
Erik Hofman
de1d646fc3 Switch drycrop and irrcrop to better match the name 2021-02-01 13:32:42 +01:00
Erik Hofman
f475f56294 Modify autumn coloring. 2021-02-01 13:32:07 +01:00
Erik Hofman
cde512f5b6 Modify autumn coloring.Textures/Terrain/countryside* 2021-02-01 13:31:53 +01:00
Erik Hofman
ac63f6b9c3 Fix an autumn coloring mistake 2021-01-31 11:58:51 +01:00
Erik Hofman
151a00d31c Convert a few dds-only textures to png 2021-01-30 15:30:50 +01:00
Stuart Buchanan
580c375d4b WS30: Use perlin texture to reduce tiling
Use a perlin noise texture to rotate some of the landclass
textures to reduce tiling.

Also add a quality=1 technique which uses it.
2021-01-26 20:17:17 +00:00
Erik Hofman
4446373949 Remove the winter textures which are relaced with a snow shader now 2021-01-19 12:31:11 +01:00
Stuart Buchanan
d73b9d8128 WS30 Add transparency to primary material textures
The texture array used by WS30 requires that all
component textures be the same size and format.

This commit adds an alpha channel to those
png file used as primary textures in materials.xml
files which did not have one.
2020-12-05 12:46:06 +00:00
Eatdirt
b005ac0b5a Import slightly larger moon texture 2020-11-30 10:53:09 +00:00
Erik Hofman
e2b200cd27 Greatly improve the Brazilian cerradio areas (near SBMQ) 2020-10-27 12:45:31 +01:00
Erik Hofman
21675f903f vnts:
Materials changes version 2 - Iceland and California

1. Keep regional definitions for the new default airport BIKF, and Iceland. Uses
 new grass colours texture airport-grass-summer3.png with custom autumn effect i
n alpha channel, and bare volcanic bare ground layer - to produce patchy grass a
nd blend in with surrounding landclasses. 3d grass overlays have height modulati
on turned on so grass patches are followed. Actual grass cover and colour at BIK
F varies a lot even for the same month in different years going by photos, needs
 autumn effect to depict the range properly. The grass near the terminal areas s
eems to receive a more water while the rest is often quite bare in photos - the
current patchy-ness is a compromise. The texture for low settings is still autum
n-grass-summer2.png.

2. Keep regional definitions for KSFO and California. Switches to grass effect s
o 3d grass is enabled. Grass layer and patchy bare ground layer format with heig
ht modulation for 3d grass. Currently tuned to hints of dry green grass similar
to the old version.
2020-10-22 15:13:04 +02:00
Erik Hofman
7583a51b0a Improve littoral areas 2020-10-18 11:27:23 +02:00
Erik Hofman
ef3b0fffd5 Update the bathymery based on GEBCO 2020 data. Add land river colouring. 2020-10-16 13:44:25 +02:00
Erik Hofman
bf9c0f12e1 Materials changes version 1
1. Changed airport_grass_overlay.png to airport_grass_structure_overlay2.png

- africa_rainforest.xml, azores.xml, brazil_amazon_forest.xml, brazil_pampas.xml, brazil.pantanal.xml, california.xml, corse.xml, global-summer.xml, mexico.xml, south_east_asia.xml, southern_europe.xml, tropical_south_america.xml, us_southwest.xml

2. Added old airport_grass_overlay.png as airport_grass_structure_overlay1.png
- jan-mayen.xml, ascension.xml (volcanic island)

3. Changed <overlay_layer_magnification> for files using airport_grass_structure_overlay2.png. Conversion: 8.0 units in structure_overlay1 = 60.0 units in structure_overlay2.

- 60.0: africa_rainforest.xml, azores.xml, brazil_amazon_forest.xml, brazil_pampas.xml (4.0), brazil.pantanal.xml, california.xml (grain_layer), corse.xml (grain_layer), global-summer.xml, jan_mayen.xml, mexico.xml (grain_layer 4.0), south_east_asia.xml, southern_europe.xml (grain_layer 4.0), tropical_south_america.xml (grain_layer), us_southwest.xml (grain_layer)

4. Specified <overlay_layer_magnification> for AirportKeep using a normal texture in the n="14" slot instead of a structure texture without specifying magnification. The reason is the new default structure texture uses a much higher magnification. The old value used was 8.0 from global-summer.xml.
- us_southwest.xml (8.0), california.xml (8.0),

5. Specify <grain_layer_magnification> as 4.0 for jan-mayen.xml. Global-summer.xml didn't specify it so the material got settings from the effect default.

6. Multiply alpha channel of airport_grass_structure_overlay2.png by 0.7 to reduce very subtle tiling to almost zero for worst case (e.g. white areas of southern_europe.xml keep). This is visible only at closer ranges at very specific angles. Change southern_europe.xml grain_layer_magnification to 50.0. Best fixed with grain_alpha uniform.a new

7. Increase <overlay_alpha> to greater than 1.0 in global_summer.xml for structure overlays for keeps to compensate for multiplying strucuture_overlay2.png alpha by 0.7. Target goal was 0.85 - there is some almost imperceptible tiling from very specific angle close up and this can be lowered a bit further if needed.

8. Specify <overlay_alpha> as 1.0 for overlays where airport_grass_structure_overlay2.png is not used, or is used in the n="15" grain layer slot.
- africa_desert.xml,  africa_mediteranean.xml, ascension.xml, brazil-caatinga.xml, corse.xml, california.xml, greenland.xml (new definition), hawaii.xml, iceland.xml (new definition), southern_europe.xml, tropical_south_america.xml

9. Changed name of airport-grass-autumn.png to airport-grass-summer2.png.

10. Use airport-grass-summer2.png (brown-grey-green) grass texture for in greenland.xml as the green one is out of place. D-ECHO is working further on Northern area keep.

11. Changed <texture> reference in california.xml from airport-grass-autumn.png to airport-grass-summer.png.

12 Grass scale for airport-grass-structureoverlay2.png: roughly 60 (roughly guessed by displaying RBG strucuture texture against airport_grass2.png.).

13. Changed california-grass.png to california-grass2.png:
mexico.xml,

14. Added 3d grass to california and iceland grass definitions.

15. Iceland and BIKF for the moment uses the dull brown-grey.green airport-grass-summer2.png. Once a control for specifying grass texture magnification is in it's possible to do a dark volcanic underlying texture with spots of grass/moss.

16. Started a Keep definition in europe.xml so maybe in future a new global grass type can be a bit less yellow than for Europe and mid latitude locations away from the equator.

----
Note:

Possible unresolved minor problem found with colour of 3d grass: AirportKeep effects can specify textures with grass colours in either the base slot or the overlay slot. e.g. us-southwest.xml specifies the grass colour in the overlay slot and the ground underneath in the base layer slot.
The 3d grass shader assumes a magnification of 1.0. When overlay or base layer magnifications are not 1.0 same the grass colours don't quite line up. Some difference between ground underneath and grass is probably desired to make the grass blades more obvious. It's not a big problem in dryer areas as the grass density is low and the dry textures colours are similar looking. Eventual fix: add a <grass_color_layer_magnification>.
2020-10-13 10:38:41 +02:00
Erik Hofman
e1bc3d6744 Update to match the png version 2020-10-09 09:27:54 +02:00
Erik Hofman
5ee3aa97fc Fix some visible tiling 2020-10-09 09:27:21 +02:00
Erik Hofman
738cd3d963 Fix an issue for deserts introduced by the texture color matching process: too dark spots in the desert 2020-10-08 12:37:21 +02:00
Erik Hofman
8f38c737a2 Improved California regional definition by vnts 2020-10-07 13:35:40 +02:00
Erik Hofman
cf24eb2376 Improved airport grass overlays in coorporation with vnts 2020-10-07 13:35:12 +02:00
Erik Hofman
687df1abf6 Update the global materials to use the new summer grass airport keep 2020-10-06 10:15:26 +02:00
Erik Hofman
9f2a863409 Add a new summer airport grass texture and brighten up the autumn airport grass texture. 2020-10-06 09:23:49 +02:00
Erik Hofman
a28acaace0 A few more: Work towards a consistent hue, saturation and brightneess across textures. 2020-10-04 13:58:01 +02:00
Erik Hofman
9a1a1db295 Work towards a consistent hue, saturation and brightneess across textures. 2020-10-04 10:33:53 +02:00
Erik Hofman
a287f8ed1b Improved airport grass textures based on the old one and pictures I took myself 2020-10-03 12:59:35 +02:00
Stuart Buchanan
1079e5f803 Updated random building texture from Benih. 2020-09-12 16:30:01 +01:00
Stuart Buchanan
e3c975f23e Shader Buildings - Remove velux windows
Previously some rood textures included windows.  The transformations
that are now performed to create different roof types distorts these
textures, and in particular makes the roof windows incorrect. This
change simply removes the windows.
2019-12-08 18:47:09 +00:00
Delta Echo
4ecc3ce909 Merge branch 'next' of https://git.code.sf.net/p/flightgear/fgdata into next 2019-08-29 09:50:33 +02:00
Stuart Buchanan
4784a929d7 Instance based random buildings
Replace random buildings with one using proper instancing.
Also implement more control over rendering of random buildings.
see README.scenery for details.
2019-08-20 17:02:27 +01:00
Delta Echo
b305eae6f8 Add support for more linear airport features 2019-07-29 15:46:57 +02:00
Thorsten Renk
3e4234717b ALS: Traffic shader uses car images on texture - artwork by Gilberto Agostinho 2019-01-14 13:57:02 +02:00
Thorsten Renk
8102f8f96d Tweaks and autumn fix for Europe regional textures 2018-09-17 11:34:46 +03:00
Thorsten Renk
3ce77a7733 Improved visuals for mediterranean shrublands using new vegetation texture sheet and overlay effect 2017-11-12 17:43:21 +02:00
Thorsten Renk
a55c14c3ec New Hawaii regional texture definition using new shrub texture and ALS overlay texturing effect 2017-09-18 12:59:19 +03:00
Thorsten Renk
23dcec6340 Mojave desert shrub textures extracted from CC0-licensed imagery 2017-06-04 14:11:08 +03:00
Thorsten Renk
4e75be8d86 Mediterranean evergreen tree textures (cypress, cedar, pine,...) based on CC0 licensed photographs on pixabay and publicdomainpictures 2017-05-22 12:21:57 +03:00
Rick Gruber-Riemer
cb11e863ec Atlas for 2017.2 using 16k*256 size
(cherry picked from commit b03580cb6d50c135948898f6584ff14da4569ba4)
2017-05-21 08:55:36 +02:00
Thorsten Renk
3458d8b420 OSM2City building texture atlas update request by Rick Gruber-Riemer 2017-05-18 08:15:25 +03:00
Stuart Buchanan
d5b8ae9ccf osm2city building, road, railway materials. 2017-05-09 14:16:44 +01:00
Thorsten Renk
c88b0d5060 Filter new splash screens through gimp import/export - fixes the crashes during splash load observed here 2017-02-26 10:27:48 +02:00