Terrain Textures

Improving the artwork in Warzone2100 - not for mod discussions

Re: Terrain Textures

Postby NoQ » 26 Apr 2012, 10:38

Jorzi wrote:Unfortunately my free time is exremely limited for the moment, but I can send you the source files if you want.
Release early, release often! (:
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Re: Terrain Textures

Postby Jorzi » 26 Apr 2012, 18:45

I made a 7z file with all the gimp xcf files and the .blend file I use for border baking.
(Blend file requires knowledge of assigning an image to a texture as well as using blender's bake functionality)
Download it here
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Re: Terrain Textures

Postby Jorzi » 05 May 2012, 17:54

Made a cliff for the rockies tileset, haven't tried it yet. It's rotationally tileable, however.
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cliff1_rockies_transp.png
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Re: Terrain Textures

Postby Jorzi » 05 May 2012, 20:12

New release, including all the required cliff decals for all the three tilesets.
Edit: btw, I'd really like a folder for 256x256 tiles, how hard would that be to do?
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rockies_cliffs2.jpg
rockies_cliffs.jpg
decals_v0.3.wz
(1.47 MiB) Downloaded 241 times
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Re: Terrain Textures

Postby vexed » 05 May 2012, 20:43

Jorzi wrote:New release, including all the required cliff decals for all the three tilesets.
Edit: btw, I'd really like a folder for 256x256 tiles, how hard would that be to do?

256x256 isn't that difficult to add, but all the old stuff would need to be upscaled, and that tends to look bad.

And thanks for your hard work, it is appreciated!
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Re: Terrain Textures

Postby Jorzi » 05 May 2012, 20:49

upscaling the old stuff with a bit of gaussian interpolation wouldn't make it look any different from what it is now, since the pixels are interpolated anyway...
Anyway, thanks :)
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Re: Terrain Textures

Postby NoQ » 07 May 2012, 05:53

Another question: may we allow decals to spread across a bit larger space? Around its tile? That is, 256x256 decals that are not scaled to one tile, but take half-tile more at every side. This will probably allow making cliffs a bit wider (but still crisp) (not sure though).
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Re: Terrain Textures

Postby NoQ » 07 May 2012, 15:59

Emm looks like decals_v0.3.wz is missing the tiles files ... sry nvm :oops:
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Re: Terrain Textures

Postby Jorzi » 09 May 2012, 07:50

@NoQ: having decals spread across multiple tiles can possibly cause problems with the tileability of cliffs etc...
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Re: Terrain Textures

Postby NoQ » 15 May 2012, 06:07

Here are the textures the way i like them. Are these ok?
Cause we might get them into beta11 if we hurry up (:


wz2100-20120515_072917-Nowhere-1-01-T1.jpg

I increased the transparency of arizona even further; they still make cliffs prefectly clear even in very hard places like the Nowhere map shown below, but don't strike in the eyes too much when observed from above.

wz2100-20120515_080349-Sk-Mountain.jpg

With some alpha, rocky mountain textures no longer make the icecaps completely broken.

Note that we can't afford completely forgetting about the icecap tiles; they need to be made into decals as well, otherwise we can get bad holes in cliffs, cause they can sometimes reach the bottom (especially the 1/4-icecap-3/4-cliff tiles).
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Re: Terrain Textures

Postby Jorzi » 15 May 2012, 15:00

Yeah, the decals look better when they are more subtle :)
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Re: Terrain Textures

Postby NoQ » 18 May 2012, 17:46

Hmm, just tried to use arizona-like cliffs on urban and rockies. Looked sort of cool (especially rockies).
How about leave it like that? :oops:


wz2100-20120518_193325-Sk-HighGround.jpg

wz2100-20120518_194444-OutskirtsM-T1.jpg
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Re: Terrain Textures

Postby aubergine » 18 May 2012, 19:31

That last screenshot is AWESOME!
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Re: Terrain Textures

Postby Jorzi » 18 May 2012, 21:11

Hmm certainly interesting :) Why didn't I think of this before? I like it ;)
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Re: Terrain Textures

Postby Giani » 18 May 2012, 23:44

NoQ wrote:Hmm, just tried to use arizona-like cliffs on urban and rockies. Looked sort of cool (especially rockies).
How about leave it like that? :oops:

    tex-0-5.wz

wz2100-20120518_193325-Sk-HighGround.jpg

wz2100-20120518_194444-OutskirtsM-T1.jpg

Looks very good :)
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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