Graound Textures -Various Levels Of Brightness?

boleyd

Well-known member
I just downloaded some ground textures that looked promising. When used in the program they were significantly brighter than the ones I had been using (from the Ultra Series). Is there any standard for ground texture brightness? Or does it just depend on the brightness of the author's other textures to which the new ones are matched. Despite the apparent good quality of the textures I got today I can't use them since they look quite odd in my route.
 
I have noticed the same thing, I suspect that they probably look fine on the PC they were created on and may purely be a result of how they appear in game on that PC's display, maybe the gamma setting is out in the games options or for the display or the display is getting a bit past it.

Alternatively, textures often appear differently in a game, any game than they do in a graphics program, probably due to the colour palette used by the game engine
For ones I've made I usually adjust the gamma and sometimes hue, so it looks correct in game which means it will be darker when viewed in say PSP. The technically Correct thing to do is use the palette from the game when creating textures.

Or maybe whoever created the texture like bright colours or as you say the were created specifically to match others or it was an oversight and they haven't been checked in game.
 
Many moons ago, when I first made some ground textures for TRS2004 (especially concretes) I did five different versions of each, lettered 'a to e' inclusive, each progressively darker than the last. The idea was to enable them to blend fairly well, but of course this approach also gives the user a choice. I also found that they did not look the same in Trainz as in Serif PhotoPlus, which I use. The same applied to the road texture on some streets I made, which was requested by others as a ground texture too - there was no way I could get the two to match!

Ray
 
I just downloaded some ground textures that looked promising. When used in the program they were significantly brighter than the ones I had been using (from the Ultra Series). Is there any standard for ground texture brightness? Or does it just depend on the brightness of the author's other textures to which the new ones are matched. Despite the apparent good quality of the textures I got today I can't use them since they look quite odd in my route.

These textures were created by me.
I find them to be on the side of dark versus vibrant.

When they were created, I made them dark so that UltraTreez/UltraGrass/Ultrashrubs appeared a touch lighter.

When you reference look quite odd, may I ask if this is in reference to the brightness levels?
 
Yes, it is about the brightness of the recently offered texture. As far as I know it is not from the Ultra Series. I use the Ultra textures because they offer the proper high resolution and the coloring I find realistic. I would overall say they are slightly on the dark side which I like. This does permit vegetation to stand on its own but not in an improper way. The new texture I tried was very bright compared to any textures I have. My comments are not being critical of the quality which is very good. But, trying to promote some standard for brightness of ground textures. It is a shame to have some nice textures that are not useable due to a strong difference with most other textures.

I do not mention the specific texture since it is free and socially unacceptable to directly criticize.
 
OK - I thought possibly you were referencing mine due to the word Ultra.
I agree, since stuff is Free by creators it is best to keep direct criticism out of the forum.
Each individual has their own skill level and also preferences on quality, etc.
 
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