Terrain Textures

Improving the artwork in Warzone2100 - not for mod discussions

Re: Terrain Textures

Postby NoQ » 10 Apr 2012, 09:27

Another problem: i'm not liking how the cliffs end with a triangle tile. They shouldn't dig their scratches into the ground. Probably that's why we have cliffs made of vertical lines instead in the original game.
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Re: Terrain Textures

Postby cybersphinx » 10 Apr 2012, 13:30

NoQ wrote:Also note that decals don't look seamless.
Yeah, the "final solution" to the terrain seams, which was "liberally remove the tile borders"...
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.
Even easier then.
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Re: Terrain Textures

Postby Rman Virgil » 10 Apr 2012, 13:55

NoQ wrote:Another problem: i'm not liking how the cliffs end with a triangle tile. They shouldn't dig their scratches into the ground. Probably that's why we have cliffs made of vertical lines instead in the original game.

.

Even though the RL Arizona cliffs have those horizontal, sedementary, striations which are wondrous.... Pumpkin artists went with the verticals because of the artificially of the horizontal wave form through-out along with what you mentioned - the dig-in clutch at the ends looked more realistic with the irregular vertical striations.

Learning to make the best of what we have now is surely a process and overall, weighed in the balance, were this is headed is a significant advance over where its been for awhile now.

.
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Re: Terrain Textures

Postby Jorzi » 10 Apr 2012, 17:01

Is it possible to specify "end of cliff"-tiles as well? Making them would be a non-issue...
Also, does anyone know exactly how many pixels get cut off on the side? Would save me a bit of work :wink:
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Re: Terrain Textures

Postby Jorzi » 10 Apr 2012, 17:37

Made a 12 pixel border around them, looks pretty good now, except the game rotates some of them, causing them not to line up properly...
I also made them more transparent, blending them with the texture underneath to reduce the tiling.
Attachments
newcliffs.jpg
texpages.zip
(217.83 KiB) Downloaded 81 times
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Re: Terrain Textures

Postby NoQ » 10 Apr 2012, 18:04

Jorzi wrote:Is it possible to specify "end of cliff"-tiles as well? Making them would be a non-issue...
No :(
The main problem is that the cliff tile directions are specified by the map maker. It is up to him to choose which cliffs are half and which are full and which are diagonal and which are horizontal and which are upside down. You can make a tile, but there are just no maps that will make use of it. That would need an extra bit of information we don't have.
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Re: Terrain Textures

Postby Jorzi » 10 Apr 2012, 18:27

I was afraid that would be the case....
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Re: Terrain Textures

Postby NoQ » 10 Apr 2012, 18:51

:cry: they looked so great :(
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Re: Terrain Textures

Postby vexed » 11 Apr 2012, 02:25

Jorzi wrote:Made a 12 pixel border around them, looks pretty good now, except the game rotates some of them, causing them not to line up properly...
I also made them more transparent, blending them with the texture underneath to reduce the tiling.


That looks very good, much better than what we have now. :3

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.
Rman Virgil wrote:Yes...I think. :hmm:

Yeah, I was thinking of doing it completely differently than what was posted here.
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Re: Terrain Textures

Postby vexed » 11 Apr 2012, 02:29

And for those of you that are curious, viewtopic.php?f=33&t=2383&p=65296&hilit=border#p65309

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Re: Terrain Textures

Postby Jorzi » 11 Apr 2012, 16:42

@NoQ: I see you have included a file called arizonadecals.txt. How does this work, all I see is numbers, but no description about what they might do. Also, did you check out my attached .zip file?
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Re: Terrain Textures

Postby NoQ » 11 Apr 2012, 19:13

Jorzi wrote:@NoQ: I see you have included a file called arizonadecals.txt. How does this work, all I see is numbers, but no description about what they might do.
The first number is the number of other numbers. The rest are numbers of tiles that are being marked as decals. Eg.
Code: Select all
arizona_decals,2
34
42
will mean that tile-34.png and tile-42.png are actually put on the map as they are in tertilesc1hw folder, instead of being replaced by a new smooth terrain texture.
Jorzi wrote:Also, did you check out my attached .zip file?
Emm well, we already know that the textures are amazing ... now we need to workaround with the cliff ends :hmm:
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Re: Terrain Textures

Postby MaNGusT » 11 Apr 2012, 19:29

while Jorzi's decal textures for cliffs are cool, it will not be enough. We also need features that could be placed on cliffs. So, agree with Emdek.
Emdek wrote:I'm sure that special meshes in form of shipped features could be solution for "perfect" ones ;-).
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Re: Terrain Textures

Postby NoQ » 11 Apr 2012, 19:35

MaNGusT wrote:We also need features that could be placed on cliffs.
They will be cool, but they won't magically appear on thousands of maps already made ... and we are now rather fighting for increasing playability of old maps than for the new generation ... i think.
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Re: Terrain Textures

Postby Emdek » 11 Apr 2012, 19:57

NoQ, yep, they won't, but it would be nice to have such engine features ready for later use, so new maps could use them and existing ones could be "upgraded" later.
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