Terrain Textures

Improving the artwork in Warzone2100 - not for mod discussions
talo
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Re: Terrain Textures

Post by talo »

good job, but vulan textures?
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Emdek
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Re: Terrain Textures

Post by Emdek »

Is that way of adding cliff textures tied to tileset?
Maybe it could be a good idea to have few different sets (but not too much different) of cliffs to get bigger variety?
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Re: Terrain Textures

Post by NoQ »

Emdek wrote:Is that way of adding cliff textures tied to tileset?
Maybe it could be a good idea to have few different sets (but not too much different) of cliffs to get bigger variety?
I understood nothing in this message.
Cliff textures are just decals. Cliff tiles are counted as decals, and suitable decal textures are provided.
They are already different for every tileset, even though they are based on the same source in the last version of the mod, they still have different color and opacity.
For rockies, it is possible to increase variety by distinguishing between cliffs and icecaps.
It is impossible to use different cliffs in different cases for the same tileset (unless involving map-modding).
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Re: Terrain Textures

Post by Emdek »

Oops, first sentence got messed up somehow.
I meant that it could be good idea to make them independent from tileset and let to have bigger variety.
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Re: Terrain Textures

Post by NoQ »

I guess we already discussed universal decals somewhere around there (with a positive resolution and a relevant ticket, but no action taken yet), but even if it is given, there will not appear a variety on the old maps out of nowhere, map makers should actually start using it before it takes effect (and this applies to all sorts of *increasing* the variety)
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Re: Terrain Textures

Post by Emdek »

NoQ wrote:there will not appear a variety on the old maps out of nowhere
Sure. ;-)

However with those not too different sets* it probably could be a bit randomized.

* With only slightly different pattern on few alternative tiles which could be replaced without ruining cliff.
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Re: Terrain Textures

Post by NoQ »

I'm having a feeling that making half-diagonal cliff decals straight rather than round may improve the looks from the above. Currently (tex-0-5.wz), if we look at the cliffs from the above, they look a bit like tracks, which isn't good. But if we make them straight, this effect disappears, and they seem to start looking fine from any direction.
I made the change for arizona and urban (not for rockies), but i did it the cheap way, so the diagonal cliffs became a bit too narrow (and i also broken seamlessness). Jorzi: could you justify my observations and come up with better straight diagonal cliff decals than the ones attached below?
tex-0-6.wz: After
tex-0-6.wz: After
tex-0-5.wz: Before
tex-0-5.wz: Before
Last edited by NoQ on 25 May 2012, 14:52, edited 2 times in total.
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Re: Terrain Textures

Post by NoQ »

Another demonstration.
tex-0-6.wz: After
tex-0-6.wz: After
tex-0-5.wz: Before
tex-0-5.wz: Before
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[dark]_Continue
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Re: Terrain Textures

Post by [dark]_Continue »

it is possible to add Grass trees, houses buildings etc?
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Re: Terrain Textures

Post by Jorzi »

@NoQ: I realized what you're saying pretty soon after exporting the models into the game. I could try the same technique as the one I used for the rockies cliffs (i.e. simply bending a straight tile)
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Re: Terrain Textures

Post by NoQ »

simply bending a straight tile
Just curious: what sort of software do you use for that?
I tried the cage transform tool in gimp, but it doesn't really do what i like (not sure if it's a bug or a feature; i sort of expected it to fit into the triangle).
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gimp-bend.jpg
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Re: Terrain Textures

Post by Jorzi »

My approach is: in blender, create a grid and UV map it to fit the whole image. After that it's simply a matter of manually deforming it until it's a triangle.
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tmp500
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Re: Terrain Textures

Post by tmp500 »

just wanted to point out this page which has allot of very nice textures. great for getting some dirt on your models and i saw plenty of textures for terrain types. all of them are free to use. commercially and private projects of course...

http://lostandtaken.com/
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NoQ
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Re: Terrain Textures

Post by NoQ »

Very nice! Can anybody comment about their license status "anyway"? Cause no particular well-written license seems to be mentioned on that website.
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Re: Terrain Textures

Post by Iluvalar »

Heretic 2.3 improver and proud of it.
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