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Re: Terrain Textures

PostPosted: 24 Sep 2013, 12:19
by cnceo
Hi, not sure if this thread is still active, but I'm looking for some advice.

I got redirect from viewtopic.php?f=33&t=6836&start=45 because when working on terrain decals, I observed a chopped border arround some textures, which appears to result from "fixing" and issue with texture bleeding and seams with high-res textures (>=1024).

Is there a conventient way around this? A quick fix is to just rescale the textures with transparent borders to make them slightly smaller. Or is it worth to wait for a patch on this?

Re: Terrain Textures

PostPosted: 25 Sep 2013, 12:48
by Jorzi
So I'm not sure how some of the tiles didn't get properly rescaled, but it works like this:
The current tile system uses manual mipmapping. This means that each mipmap of each tile is a separate image. The smallest mipmap is 16x16 and I assume this tile has exactly one pixel of border cutoff to allow for seamless border interpolation. This means that the equivalent border cutoff for the full size 128x128 tile is 8 pixels (this might need further experimentation to find the right value). Anyway, the tool with which the original tile pages were converted can be found here.
Also, some more discussion here

Re: Terrain Textures

PostPosted: 25 Sep 2013, 19:06
by cnceo
Jorzi: Okay, thanks for the information! So if I understand you correct the way to deal with this is to leave a 8(4,2,1) pixel border around your tiles. I guess that some of the textures in 3.1 just don't have the correct border and need to be rescaled a little bit.

Re: Terrain Textures

PostPosted: 25 Sep 2013, 21:13
by NoQ
Concerning a patch.

I think we simply do not need 16x16 textures nowadays, our graphics are better than that. How about we throw away low-res decals and make only one pixel instead of eight cut off from a 128x128 texture?

Re: Terrain Textures

PostPosted: 25 Sep 2013, 22:43
by Per
We should probably do away with the manual mipmap generation. It does not buy us much, and just makes life harder for artists, I think.

Re: Terrain Textures

PostPosted: 10 Oct 2013, 20:37
by cnceo
Per wrote:We should probably do away with the manual mipmap generation. It does not buy us much, and just makes life harder for artists, I think.


Do I understand it correctly, that this ticket: http://developer.wz2100.net/ticket/1537 is concerning the same problem? What would change with non-manual mipmapping? Does this also effect the textures on units and models, or just the terrain tiles and decals?

I'm just asking to know what to do when making new textures/models etc..

Re: Terrain Textures

PostPosted: 10 Oct 2013, 22:51
by Per
All that would change without manual mipmapping is that you don't need to generate lower-res versions of the decal textures (the stuff that is inside data/base/texpages/tertilesc[1-3]hw-[64,32,16]/). For all other textures nothing would change, because they already have automatic mipmap generation.

Re: Terrain Textures

PostPosted: 11 Oct 2013, 10:13
by cnceo
Ah, I see. That would be fantastic!

Re: Terrain Textures

PostPosted: 25 Nov 2014, 06:21
by MaNGusT
While I'm here and have enough free time, I want to say that I've got a second pc from my old trash hardware and unexpectedly it's launched the ancient texture generator I used to make those new terrain textures. My main pc doesn't want to run it idk why, likely because of cpu and its instructions, all the tests point to it.
To tell the long story short, are there any suggestions to improve any of those textures I made? :)

Re: Terrain Textures

PostPosted: 25 Nov 2014, 08:07
by NoQ
I think somebody complained that urban textures look a bit like crocodile skin or something like that... On the other hand, i'm in awe of their color scheme.

The off-topic here is that, first, we really need a wysiwyg map editor to freely use the textures, doing stuff like [1] [2] [3] easily (and also easily mixing textures from different tilesets), and, secondly, our cliff decals are not really very good the way we did them (but i guess a different technique is required for this issue).

Re: Terrain Textures

PostPosted: 25 Nov 2014, 08:58
by MaNGusT
Ic.. About cliffs, My opinion is that we use them the right way they should be used in rts game, but, well, terrain looks to clean and flat, just not enough details. Btw, cliffs could be improved by: 1st - normal maps(tangent-space ofc), 2nd - free-space positioned features, I mean, map makers should be able to rotate and position the features like stones etc. as they wish,i.e. place 'em on the cliffs. This could add the cliffs more details and a bit more realistic view.

Re: Terrain Textures

PostPosted: 23 Feb 2017, 13:34
by Yome--
Hi,


Following my post, here my Arizona Texture used in Ymod-0.2.0.

Some tweaks are on going.

Comments are welcome =^.^=

Re: Terrain Textures

PostPosted: 26 Feb 2017, 02:44
by NoQ
Maybe we should collect terrain textures in a single fancy place, like on a wiki page. Map authors who enjoy custom tilesets could appreciate it.

Re: Terrain Textures

PostPosted: 26 Feb 2017, 05:19
by Berg
NoQ wrote:Maybe we should collect terrain textures in a single fancy place, like on a wiki page. Map authors who enjoy custom tilesets could appreciate it.

Lots work but be my guest Noq