Terrain Textures

Improving the artwork in Warzone2100 - not for mod discussions

Re: Terrain Textures

Postby Jorzi » 09 Apr 2012, 15:32

Ah yes, the full-diagonal... Will do.
Also, I made a quick example of what my tiles look like when overlayed on a ground texture ;)
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cliff_example.jpg
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Re: Terrain Textures

Postby Goth Zagog-Thou » 09 Apr 2012, 17:35

Ohhh my that's very nice :D Is that a decal? I can see MANY such decals for roads, dirt roads, tracks, etc.. it would up the variety immensely.
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Re: Terrain Textures

Postby Rman Virgil » 09 Apr 2012, 19:00

Goth Zagog-Thou wrote:Ohhh my that's very nice :D Is that a decal? I can see MANY such decals for roads, dirt roads, tracks, etc.. it would up the variety immensely.


Indeed. Lovely. And the possibilities for dressing the landscape without impacting PF or PW are tantalizing. :D

BTW... Got some promising news on the Machinima front for your CAM 4 Mission Briefs.. I'll post in your CAM thread.. :)

.
Last edited by Rman Virgil on 09 Apr 2012, 19:28, edited 1 time in total.
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Re: Terrain Textures

Postby theArmourer » 09 Apr 2012, 19:25

In game. . .that would be epic. :D
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Re: Terrain Textures

Postby Goth Zagog-Thou » 09 Apr 2012, 20:15

Rman Virgil wrote:
Goth Zagog-Thou wrote:Ohhh my that's very nice :D Is that a decal? I can see MANY such decals for roads, dirt roads, tracks, etc.. it would up the variety immensely.


Indeed. Lovely. And the possibilities for dressing the landscape without impacting PF or PW are tantalizing. :D

BTW... Got some promising news on the Machinima front for your CAM 4 Mission Briefs.. I'll post in your CAM thread.. :)

.


Thanks bud. :) Sounds like a winner to me!
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Re: Terrain Textures

Postby Shadow Wolf TJC » 09 Apr 2012, 23:18

Jorzi wrote:Ah yes, the full-diagonal... Will do.
Also, I made a quick example of what my tiles look like when overlayed on a ground texture ;)

<whistle> Those definitely seem like prime cliff-painting material there. :)
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Re: Terrain Textures

Postby vexed » 10 Apr 2012, 03:03

:roll:
Why is it people must always be so negative with people that are trying to fix the issue ? :annoyed:

Anyway, let me clear this up.

The only thing that we can do for 3.1 is to fix the cliff textures.
We can't add decals. We can't add features. We can't change the engine.

Now, if you don't have a solution / fix for the current cliff textures, then, don't bother posting about it in this thread. :annoyed:
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Re: Terrain Textures

Postby Rman Virgil » 10 Apr 2012, 03:57

vexed wrote::roll:
Why is it people must always be so negative with people that are trying to fix the issue ? :annoyed:

Anyway, let me clear this up.

The only thing that we can do for 3.1 is to fix the cliff textures.
We can't add decals. We can't add features. We can't change the engine.

Now, if you don't have a solution / fix for the current cliff textures, then, don't bother posting about it in this thread. :annoyed:


Making cliff better through decals was the main thrust of the conversation after we got past what you mentioned as the unproductive element and it would appear to be slated for implementation as I understand Per's posts earlier today where the discussion continued in this other thread:

viewtopic.php?f=33&t=7244&start=30

. :hmm:
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Re: Terrain Textures

Postby vexed » 10 Apr 2012, 04:01

Rman Virgil wrote:
vexed wrote::roll:
Why is it people must always be so negative with people that are trying to fix the issue ? :annoyed:

Anyway, let me clear this up.

The only thing that we can do for 3.1 is to fix the cliff textures.
We can't add decals. We can't add features. We can't change the engine.

Now, if you don't have a solution / fix for the current cliff textures, then, don't bother posting about it in this thread. :annoyed:


Making cliff better through decals was the main thrust of the conversation after we got past what you mentioned as the unproductive element and it would appear to be slated for implementation as I understand Per's posts earlier today where the discussion continued in this other thread:

viewtopic.php?f=33&t=7244&start=30

. :hmm:


Right, but I assume that is for the future, since 3.1 is feature locked--which means nothing major is going to change, and using decals/features for cliffs would be a major endeavor.
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Re: Terrain Textures

Postby Rman Virgil » 10 Apr 2012, 04:09

.

Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.

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Re: Terrain Textures

Postby vexed » 10 Apr 2012, 04:14

Rman Virgil wrote:.

Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.

.

:hmm:
Perhaps I am not following, but like the old system, where we used the tiles (which basically are decals) to build the cliffs, in order to not splat, and use decals instead would require code changes.
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Re: Terrain Textures

Postby Rman Virgil » 10 Apr 2012, 04:29

Rman Virgil wrote:.

Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.

.



vexed wrote: :hmm:
Perhaps I am not following, but like the old system, where we used the tiles (which basically are decals) to build the cliffs, in order to not splat, and use decals instead would require code changes.


Yes...I think. :hmm:

NoQ wrote:As far as i understand, cliff decals require no code changes; without cliff decals, it is necessary to make cliff texture scatter around in a less fluffy way.


Per wrote:You mean do away with the half-tile system, in favour of proper texture splatting?

At least, that's what I'm thinking should be done.
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Re: Terrain Textures

Postby cybersphinx » 10 Apr 2012, 04:30

vexed wrote:3.1 is feature locked
... which should mean that we don't add any new crap since there is enough old crap to fix - like the cliff issue which had a ticket long before 3.1 was branched iirc. Unless I missed something, the decal solution should be pretty simple, just add the decals, and put them on the maps on loading, which should amount to just a "for tile in tiles do if tile->type == TILE_CLIFF then tile->decal = DECAL_CLIFF" loop. Hardly invasive code.
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Re: Terrain Textures

Postby NoQ » 10 Apr 2012, 04:51

vexed wrote:Perhaps I am not following, but like the old system, where we used the tiles (which basically are decals) to build the cliffs, in order to not splat, and use decals instead would require code changes.

All that cliff decals require is to update several .txt data files (tilesets/arizonadecals.txt, tilesets/urbandecals.txt, tilesets/rockiesdecals.txt) to mark these tile numbers as decals. This can be easily done as a mod, and i have provided a proof of concept. Or are you having something else in mind?
Last edited by NoQ on 10 Apr 2012, 05:15, edited 1 time in total.
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Re: Terrain Textures

Postby NoQ » 10 Apr 2012, 05:14

Jorzi wrote:Also, I made a quick example

Here's the slow example:

    decals.wz
    global mod
    (206.29 KiB) Downloaded 69 times
wz2100-20120410_081337-Sk-Startup.jpg


Also note that decals don't look seamless.

AFAIK this is because decals are somehow slightly stretched by the game (and cropped at the end of the tile), and i'm not sure how much exactly.
_____________

One more thing: how about making them a bit transparent? :hmm:

for tile in tiles do if tile->type == TILE_CLIFF then tile->decal = DECAL_CLIFF
This will break quite a few maps that used completely different tiles for cliffs (as maps can reassign tile types). For instance, in urban, many people (including the beta campaign authors) use large concrete tiles as cliffs. Updating *decals.txt seems safer.
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