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Re: Terrain Textures

Posted: 23 Aug 2012, 16:48
by Jorzi
Lost & Taken textures are made freely available for use in both personal and commercial projects including web templates, designs, and other materials intended for distribution. Attribution is appreciated, but not required.
Sounds good to me ;)

Also, check out http://www.burningwell.org/, they're public domain and quite good quality.

Re: Terrain Textures

Posted: 12 Oct 2012, 15:28
by raycast
Note that the textures probably need to be seamless to work well in Warzone, right?
Or are neighboring tiles of the same texture also blended?

Anyway, I would love to see a texture set specificly designed for V3. I figure we no longer need all the terrain transition textures anymore, right? I'd love to see the full capabilities of the new terrain renderer exposed to the map editors such as Flame. All tilesets seem to have only one type of cliffs, and it only goes well with 1 or 2 ground types. It would be nice to be able to have a brown cliff as well as a stony cliff in grasslands, and not only mountain cliffs.

Oh, and one tile that would rock is a waterfall tile. Currently water is mostly useful for sea-level and maybe some lakes, but for rivers it looks to boring, along with maybe some bridge tiles. To make, say, a Hoover Dam map.

Re: Terrain Textures

Posted: 12 Oct 2012, 15:50
by Andrie
Why can't I mix tilesets in Flame? :evil:
I would want to mix tilesets so I can get something like this: :3
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:
Image Image Image

Re: Terrain Textures

Posted: 12 Oct 2012, 16:07
by raycast
NoQ wrote:
wz2100-20120518_194444-OutskirtsM-T1.jpg
I love this, a good example of how different combinations can look like. I like the contrast of green to the red cliffs.

Re: Terrain Textures

Posted: 12 Oct 2012, 16:20
by raycast
P.S. taking "true" images is not always the best solution. Real snow usually is actually pretty boring. Either white or dirty.
Plus, they need to fit the rendering engine well. If the texture has a shadow coming from a different direction than the in-game shadows, it will look bad. So IMHO quite often an unnatural texture may look much nicer in game.

Re: Terrain Textures

Posted: 15 Oct 2012, 12:33
by Jorzi
I agree, hand-drawn textures are usually the best, but unfortunately it takes a lot of time to make them. Another approach would possibly be experimenting with some toon filters on photo textures, although that comes with the risk of looking generic.

Re: Terrain Textures

Posted: 16 Oct 2012, 07:54
by Lord Apocalypse
Could always try creating some new textures procedurally. May work for some terrain but not all.

Re: Terrain Textures

Posted: 16 Oct 2012, 15:23
by Andrie
Andrie wrote:Why can't I mix tilesets in Flame? :evil:
I would want to mix tilesets so I can get something like this: :3
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:
Image Image Image
Please Answer Me :beg:

Re: Terrain Textures

Posted: 16 Oct 2012, 15:50
by Jorzi
Have you asked NoQ? He probably knows this stuff the best.

Re: Terrain Textures

Posted: 16 Oct 2012, 16:02
by Andrie
Ok NoQ, I ask you, so please tell me.

Re: Terrain Textures

Posted: 17 Oct 2012, 06:00
by NoQ
Because nobody implemented that?
Because supporting map-mod'ing is a bad idea ultimately leading to a whole bunch of broken maps?
Because FlaME doesn't support even basic 3.1-style tilesets, so it doesn't make sense if it supported custom 3.1-style tilesets?

:?

Re: Terrain Textures

Posted: 17 Oct 2012, 07:40
by Andrie
NoQ wrote:Because FlaME doesn't support even basic 3.1-style tilesets,
Why doesn't FlaME support 3.1-style tilesets?? :hmm:
NoQ wrote:so it doesn't make sense if it supported custom 3.1-style tilesets?
If FlaME support 3.1-style tilesets will it then be able to support custom 3.1-style tilesets?? :hmm:

Re: Terrain Textures

Posted: 17 Oct 2012, 13:06
by NoQ
Because nobody implemented that?

Re: Terrain Textures

Posted: 20 Oct 2012, 13:39
by raycast
Jorzi wrote:I agree, hand-drawn textures are usually the best, but unfortunately it takes a lot of time to make them. Another approach would possibly be experimenting with some toon filters on photo textures, although that comes with the risk of looking generic.
That doesn't mean we can't find such textures in some public domain repositories. But when looking for free (as in, the license allows inclusion in WZ) textures, we shouldn't focus on the super photo realistic ones, but instead consider whether they could look good when actually rendered in WZ, in particular with different light.

Re: Terrain Textures

Posted: 20 Oct 2012, 16:22
by aubergine
I've started compiling a list of terrain textures that are already available in some form or other - if I've missed any, pls let me know: https://warzone.atlassian.net/wiki/disp ... n+Tilesets -- I'll be tarting that page up with pics when I get some time.