We have color rendering in paintings, photographs, etc., so it is difficult to find 100% correct color. The colors and shades of camouflage in line with historical references are, say, somewhat controversial. In this case, changing all the textures would be very difficult and therefore remain the main color gray. Imagine that the Germans were exclusively yellow in the game. However, at the time when the camouflage system was added to the game, the main color for German tanks was gray, as it was most well-known among people as the main color of German equipment from World War II - mainly due to art films. It is generally known that the gray color changed to yellow in the middle of the war (with reflections of red). The biggest problem was with the German nation. Unfortunately, there is nothing that can be done about it. At the edges of the "statistical distribution", of course, some camouflage is slightly distorted. It follows that it is necessary to choose this size according to their diameter, so then it looks natural in 95%. However, the texture is one thing and the size of camouflage spots is another. It should look as natural as possible even if you look at a Maus. Sometimes it happens that up to 50% of the tower is destroyed and then of course it does not look natural.Ĭamouflage technology also encounters problems with the scale of stains. ), it is necessary to erase this base color more to give the impression of "natural wear". Where there are textures of joints and places where friction occurs (cannon area, tank joint, and tank hull. As a rule, it works in such a way that there is slight wear on the towers. The joint surfaces are made to mimic the wear of the paint. The structure that regulates transparency is black and white (white - camouflage color 100%, black - 100% transparent). To reduce these shortcomings to the highest acceptable level, an additional structure has been implemented for each tank that regulates the level of camouflage transparency. Thanks to this, the structure of the joints and folds was visible even to the naked eye, and the small molten parts (simulating, for example, the connection of two parts of armor to each other), looked like a scattered monster. When tank models were developed, no one thought about using any camouflage in the future, let alone what the technical parameters would be for their creation. In addition, our first attempts to use camouflage technology immediately caused a problem - joint folds and texture connections. So it is clear that with such limitations, it is not possible to do so much. The result is 6 to 17 textures with a size of 128x128 px * n (n = number of nations). The only technically competent solution is the texture structure (a texture that is processed in such a way that it does not create visible joints during cloning - folds and joints of textures on top of each other, which allows its use when texturing sufficiently large areas). ![]() This is why it's not possible to do it as easily as players suggest. which is approximately one and a half to two tens of GB increase to the total volume of data at the game client). However, the disadvantage is that this means a significant increase in the volume of data at the client and as a result will increase the free space requirements on the hard disk (approximately 500 tanks multiplied by dozens of camouflage size 2048x2048 px. From a technical point of view, this is the simplest. For the seam joints, colors, shape, and individual points to correspond to historical prototypes, you must individually create a whole set of camouflage for each tank separately. It is unrealistic for us to create a "skin" method used by players (in photoshop with a basic diffusion structure). Example of a black and white texture of a tank Object 704
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