| Interview: Tom's HiTiles
for Falcon 4
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20mm: Agreed, I think we all
want the best for this amazing sim. Back to HiTiles itself,
can you can share with us non-technical types something about
how you do the magic you do?
Tom: I mainly work in Paintshop
Pro, which is quite a powerful tool. Each texture consist
of a seamless base layer and up to 10 layers of various terrain
templates that I created during the years. This allows me
to produce a huge variety of different textures. I also use
a multitude of additional tools and macros to properly handle
the color palette, which is very tricky, and partially automates
cumbersome repeating tasks. There is a lot of boring work
in the HiTilesAF, too. Finally, I remix and optimize the terrain
tiling using Codec's TerrainView tool.
20mm: Your site mentions the
use of aerial imagery in putting together HiTiles and HiTilesAF.
How is that done?
Tom: Most of it is aerial,
because satellite images in the necessary detail are normally
all copyrighted and can't be used. It's a huge collection
of material from different public sources that I put together
over the years. I used to study remote sensing, so I have
had a natural interest in that stuff for years. I used this
collection for ideas, scaling comparisons and template snippets,
which were then heavily reprocessed, hand-edited and reassembled
to produce a real-looking terrain.
20mm: Were there any special
challenges that F4:AF presented?
Tom: Not in the terrain texture
themselves, but rather in the packaging and installer software
of the HiTilesAF. Lead Pursuit has done a very good job on
stability and the multiplayer experience with Allied Force,
and they want to make sure that third-party add-ons integrate
well and keep up these standards. Working together with them
was a very positive experience, as it all was in a very friendly
and collaborative spirit and their feedback was extremely
encouraging.
20mm: Good to hear. How much
extra work was the season switcher, and tell us a little bit
about how it operates in the F4:AF world.
Tom: The season switching is
based on an algorithm I originally developed for the BMS series
of old Falcon patches. I reused this algorithm in a small,
but fast C++ application that converts the downloaded summer
textures into the various seasons. The season switcher itself
"just" swaps between the different texture packages
and does a few other adjustments.
20mm: How about night flying,
is there anything special or unusual about the onset of darkness
as it applies to HiTilesAF? I always appreciated the neat
lighting effects that HiTiles had in the previous builds of
F4.
Tom: Unfortunately, the terrain
texture night lights have been disabled in Falcon 4.0: Allied
Force. I guess it's because of the new graphics effects (terrain
shading, cloud shadows etc.), as BMS initially encountered
these problems, too. In the old Falcon engine, you could use
4 out of 256 colors per texture to add "lights",
pixels that changed into bright "light" colors once
night fell. I used this in the classic HiTiles to "illuminate"
lonesome farmhouses along farm roads, intense city lights
or some airbase lights.
20mm: Understood. Well, perhaps
some day! Is there any particular part of HiTilesAF, say downtown
Seoul, that you are most proud of?
Tom: My favorite tiles are
the Seoul City Harbors. Additionally, I also like the new
farm rivers and roads, as they really show that the repeating
patterns can be broken. And the transitions between wet (dark
green) and dry (bright green) farmlands because this
involved the manual retiling of hundreds of square kilometers.
20mm: What a coincidence, I would
have said the exact same thing. I cannot tell you how many
times I have flown F4, and as I pass over Seoul, I bank the
aircraft and take a look down at the city and especially the
Harbor area. It really is a great piece of artwork.

I took this screenshot early in 2005,
as a part of one of my Falcon 4 AAR's. Obviously before F4:AF
came out. That's the city of Seoul, in particular the harbor
area, off the left side of the aircraft.
You've talked about the Balkans terrain, was it significantly
different from the Korean terrain? Harder, easier, or the
same to work with?
Tom: About the same. Reworking
Venice was a bit complex, but OTOH less manual retiling was
needed on the Balkans.
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