Terrain Textures

Improving the artwork in Warzone2100 - not for mod discussions
Post Reply
gerard_
Trained
Trained
Posts: 71
Joined: 02 Nov 2006, 19:56

Terrain Textures

Post by gerard_ »

To convert to the new terrain renderer (viewtopic.php?f=6&t=2379) we need a lot of terrain textures. After that more available terrain textures will mean we can create better looking maps.

Requirements for the textures:
* Minimum resolution 1024x1024
* PNG file format
* Seamless & Tilable
* Must be seen from exactly above
* Open Source (GPLv2 or CC BY-SA) Be really really carefull with this. That a site implies you can do everything you want with a texture does not mean it is free. They may have some obscure restrictions for example.

Recommendations:
* The texture should cover an area of 10-20 meters squared in real life.
Last edited by Buginator on 26 Mar 2011, 03:49, edited 2 times in total.
Reason: License crap
gerard_
Trained
Trained
Posts: 71
Joined: 02 Nov 2006, 19:56

Re: Terrain Textures

Post by gerard_ »

Thanks to Marcel from CGTextures.com these are now free!
Some source textures have been used which are created by CGTextures.com. Permission is granted to use these specific textures under the GPLv2 or any later version (at your option). As additional requirement, this text should be included in a relevant place in any released product. Note that textures downloaded from CGTextures.com DO NOT fall under the GPL license by default.
page-44-mud-arizona.png
page-45-yellow-sand-arizona.png
page-46-cliff-arizona.png
page-47-tiles-arizona.png
User avatar
MetalBeast
Trained
Trained
Posts: 130
Joined: 01 Feb 2007, 23:57
Location: Germany
Contact:

Re: Terrain Textures

Post by MetalBeast »

In the time I was modding and mapping for Jedi-Knight2/Jk3/ET,
I have created many terrain-textures.
I will look for them and attach them here.
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: Terrain Textures

Post by whippersnapper »

.
The texture should cover an area of 10-20 meters squared in real life.
and the 32EW specs-prefs for Tile Texture Size... Tile Size ? same or changed ?

.
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
EvilGuru
Regular
Regular
Posts: 615
Joined: 23 Jun 2007, 22:41

Re: Terrain Textures

Post by EvilGuru »

whippersnapper wrote:.
The texture should cover an area of 10-20 meters squared in real life.
and the 32EW specs-prefs for Tile Texture Size... Tile Size ? same or changed ?

.
I suspect EditWorld will need something of an overhaul in order to support the new terrain rendering. Currently, my understanding, is that, on map load tiles (hard coded) are replaced on-the-fly by the new textures/tiles.

I would be surprised if EditWorld (in its current form) ever gains support for this type of multi-texturing. Maybe a rewrite of it sometime down the line, who knows.

Regards, Freddie.
User avatar
qubodup
Trained
Trained
Posts: 47
Joined: 18 Jul 2007, 03:30
Location: Berlin, Germany
Contact:

Re: Terrain Textures

Post by qubodup »

I just want to let you know of two public domain texture places and a site that has an rss feed of both of them:

http://burningwell.org/ and http://www.flickr.com/groups/pdtextures/ and the feed is at http://pdtextures.tumblr.com/
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: Terrain Textures

Post by whippersnapper »

EvilGuru wrote:
I suspect EditWorld will need something of an overhaul in order to support the new terrain rendering. Currently, my understanding, is that, on map load tiles (hard coded) are replaced on-the-fly by the new textures/tiles.

I would be surprised if EditWorld (in its current form) ever gains support for this type of multi-texturing. Maybe a rewrite of it sometime down the line, who knows.

Regards, Freddie.
.

that's kwel. thanks for explaining. it's a keen strat for at least moving forward right now and not being held back by the state of 32EW. some time
ago while learning about 'dark maps' i got into the DX6 SDK where in for the first time direct3d introduced multiple texture functionality.
this is back 1997-98, fairly early on in the dev of wz2100, and it got me to wondering why Pumpkin did not take advantage of this. only thing i could come up with was that this was yet another instance of compromise for having to simultaneously bring wz to the PS1 console. anyway, i'm just speculating. thanks again for the insight.

.
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
gerard_
Trained
Trained
Posts: 71
Joined: 02 Nov 2006, 19:56

Re: Terrain Textures

Post by gerard_ »

I made two more textures, these are for the Urban setting:
page-48-rubble.png
CC BY 2.0 - Adapted from a photo Copyright (c) 2006 Peter Kaminski
page-49-dirt.png
CC BY 2.0 - Adapted from a photo Copyright (c) 2005 Jennifer Boyer
User avatar
qubodup
Trained
Trained
Posts: 47
Joined: 18 Jul 2007, 03:30
Location: Berlin, Germany
Contact:

Re: Terrain Textures

Post by qubodup »

nice textures, gerad_.

Previews of how they tile: trash, dirt

Can you link the original textures, please?
User avatar
qubodup
Trained
Trained
Posts: 47
Joined: 18 Jul 2007, 03:30
Location: Berlin, Germany
Contact:

Re: Terrain Textures

Post by qubodup »

The dirt link seems incorrect.

EDIT: Wait.. it is right! Wow, that's some coloring job!

I tried out one two textures without making them tile yet:
Image Image Image

At least the white snow looks good. I'll make a tiling version of it then.

PS: the plants in the plants texture (page-40-ground-plants) are too big IMHO.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Terrain Textures

Post by Zarel »

qubodup wrote: The dirt link seems incorrect.

EDIT: Wait.. it is right! Wow, that's some coloring job!

I tried out one two textures without making them tile yet:
[images]

At least the white snow looks good. I'll make a tiling version of it then.
Those look like the wrong color scheme for Arizona, and those craters really stand out. Have textures been misapplied somewhere?
User avatar
qubodup
Trained
Trained
Posts: 47
Joined: 18 Jul 2007, 03:30
Location: Berlin, Germany
Contact:

Re: Terrain Textures

Post by qubodup »

Zarel wrote:Those look like the wrong color scheme for Arizona, and those craters really stand out. Have textures been misapplied somewhere?
I replaced the textures of Arizona with the ones I wanted to test. It was the simplest way for me to test them.

PS:

I tested the rubble and dirt textures. Screenshots of how they look in-game have been added to this set.

Image

The dirt looks great! The rubble is too big.

PPS: The craters textures have the red texture around them. They will need to be replaced with craters that are surrounded by transparency.
User avatar
qubodup
Trained
Trained
Posts: 47
Joined: 18 Jul 2007, 03:30
Location: Berlin, Germany
Contact:

Re: Terrain Textures

Post by qubodup »

I finished tiling the snow and ice textures. Click to get to where you can download the full-size png.

Image Image

The white snow texture is a bit more than 1024x1024, scale it down before use, so old gfx cards (gf5200fx) don't throw up.

Here is one of the previews of how they look in-game.

Image

PS: The ice texture really isn't that cool. It might be better combined with a rock texture.
Last edited by qubodup on 23 Nov 2008, 21:22, edited 1 time in total.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA
Contact:

Re: Terrain Textures

Post by Zarel »

Yeah, the ice texture might look better if it looked more crystalline. Maybe the current ice texture could be lightened by like 90% and made into the snow texture.
Post Reply