Hi everyone, as promised I’ve recommenced work on adjusting the terrain textures for Australia’s Red Centre. Even I am surprised at how quickly I’m plowing through matters in between flights. It reminds me of how de-motivated I must have become last year. Now I’m really tackling the challenge with a different, committed way of thinking. Rather than plodding through it, I’m flying a bit first, then doing short bursts. After a few updates you’ll realise why!
In general, I am not changing Albert’s beautiful texture files. The detail he uses seems fine. But The files need SIGNIFICANT colour, brightness and contrast correction.
So below is a single example of what is being done with every one of the 27 texture files that I have identified as being used in the Alice Springs tile area. I may find more files, if unlucky.
I’m attempting to keep all the corrections to the same level for all files, to help the look in-sim and ease the adjustment process.
I’ve already seen that substantial editing of a few of Albert’s files may still be required, especially for some of the hilly textures, that in Red Oz do not tend to have verdant green pastures. But first I must prove that I’ve edited all required files and that I can get a ‘feel’ for how it’s all combining, before starting the fiddly editing.
The Photoshop editing:
This can be done in GIMP too.
First I use the colour replace tool to apply weedkiller and a few millennia of drought to Albert’s often lush green highlights. I’d love to know how to do this via layers in PS, but haven’t found out how yet. The other adjustments use layers, to ease later adjustment:
Next I adjust the overall hue of the file, giving it the first red feel:
Then, as I’ve found the in-sim look of the textures far too bright, I reduce the brightness and increase contrast quite a lot. Im dreading the review of the overall terrain look, I expect to be making a few tweaks to this setting. Thank god for layers! :
Lastly, theres a final red highlights hue adjustment, again it looks quite exaggerated here but more subtle in sim:
If I need to make more adjustments, they’ll need to be repeated 27 times or more each cycle. Then compare in-sim, possibly only adjusting certain textures for blending purposes. Fun stuff, it is a very large task indeed. Then again, it’ll change a very large part of the world!
The next update will cover the .ter and pol. file structure and editing process, the most mind-numbing bit.