On 18:49 Tue 25 Nov , Erik Hofman wrote: > >So 75x75 textures of these types of surfaces are required, then? I might > >have a go at these during my attempts at modelling EGNF. Are there any > >restrictions to the making of textures that I need to be aware of oether > >than size and color depth? > > Not really. It's something I an to get rid of a long time. What would be > needed is a tileable (or seamless) texture covering the surface type, > just like the rest of the textures. > > Now that I'm thinking about it, does anybody know if the > dirt/grass/lakebed runway are modeled directional like the concrete and > asphalt runways (e.g. the textures would only need longitudinally be > seamless)?
I've looked at these and the grass textures look like green-tinted gaussian noise. The dirt runway looks quite like a filter I've seen somewhere before... ;-) It seems quite reasonable to me but it isn't quite symetrical and the X and Y join lines are visible up close. What sort of 'nice textures' are we looking for? I know this is an odd question to ask, but a lot of games and sims just can't get grass right and these are by no means the worst textures I've seen around for this sort of material. If I get some pointers to nicer textures I'll do my best to produce similar versions for use under the GPL. All the best, Matt _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel