I knew that, but forgot it while I was writing the reply. Thanks for catching that.cybersphinx wrote:In theory, that works. But afaik, you need the same texture coordinates for all mipmap levels, so you need the lowest mipmap level expanded up (does that make sense?) regarding the space needed.
Terrain Textures
Re: Terrain Textures
Re: Terrain Textures
Hm. since in trunk we use 1 tile texture only for decals, can code be changed to work like it was in original or before the "cutting"? Until it will not be changed, I will not be able to test a new decals in the game.
- marsbound2024
- Trained
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- Location: Tennessee, United States
Re: Terrain Textures
Absolutely superb textures, MaNGust. The grass is very detailed and accurate and I also think you did a great job on the cliffs. This NEEDS to make it in game if it isn't already.MaNGusT wrote:
EDIT: Referencing post 04 Apr 2010, 13:23
Re: Terrain Textures
Thx. But my work is not fully done. If devs will hear my entreaty and will fix the part of code that corresponds to decals drawing, then I will remake the all terrain decals that now look very weird on the new terrain textures.marsbound2024 wrote:Absolutely superb textures, MaNGust. The grass is very detailed and accurate and I also think you did a great job on the cliffs. This NEEDS to make it in game if it isn't already.
Also, as bonus, I can create a new terrain and decal textures with the same style to diversify the current tilesets. Yes, it will not help to maps that we have already but for mapmakers it will be like a breath of fresh air.
- marsbound2024
- Trained
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- Location: Tennessee, United States
Re: Terrain Textures
I hope the grass isn't changed too much because it is nearly perfect. At least in the post I quoted. Nice shade of green (not too green as to be fake or too powerful), nice overall texture and composition. Looking forward to seeing what else you create!MaNGusT wrote:Thx. But my work is not fully done. If devs will hear my entreaty and will fix the part of code that corresponds to decals drawing, then I will remake the all terrain decals that now look very weird on the new terrain textures.marsbound2024 wrote:Absolutely superb textures, MaNGust. The grass is very detailed and accurate and I also think you did a great job on the cliffs. This NEEDS to make it in game if it isn't already.
Also, as bonus, I can create a new terrain and decal textures with the same style to diversify the current tilesets. Yes, it will not help to maps that we have already but for mapmakers it will be like a breath of fresh air.
Re: Terrain Textures
so... what is the status now?
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Terrain Textures
Status of what ? The textures ?macuser wrote:so... what is the status now?
I am waiting for some help...
http://developer.wz2100.net/ticket/2013
Basically, once that is done, I can stick them into the game. It would also be possible to have different texture sets that people can download for different looks.
Then, I can start doing 'testing' builds for the next version of Warzone, and that version will NOT be 2.3.x.
and it ends here.
Re: Terrain Textures
I looked at the ticket and correct me if I'm wrong, you're waiting for amongst finish his tile set? I can't see what you are waiting for
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Terrain Textures
The changes requested by people in the texture thread, and a update to all needed files, instead of them being source code changes. (ie, the files in tileset.zip)macuser wrote:I looked at the ticket and correct me if I'm wrong, you're waiting for amongst finish his tile set? I can't see what you are waiting for
and it ends here.
Re: Terrain Textures
Ah
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Terrain Textures
I want to talk about.... some aspects of in-game viewing.
Here some people said that my textures are too dark and desaturated. Yeah, when I was making textures, I kept in mind that my textures would not satisfy the all players. So I decided to make textures in way they were satisfying me as an "artist".
after this small intro I suggest devs give players more "freedom" in customizing the game. I mean:
1) Almost all new games have brightness(gamma) and contrast options. Warzone should have it too.
2) In UFO Afterlight game I saw the great option for players who don't like desaturated textures. It's called Image post-processing - HDR color saturation.
here are some pics from the game with different values of HDR in %. click to enlarge.
HDR post-processing is off
HDR is on, 50%, default
HDR is on, 25%, low
HDR is on, 100%, max
0% is monochrome
If it will be possible to make this option in warzone, all disagreements will disappear.
Each player has different monitors with his own sittings he likes, also each monitor has its own specifications, so I can't make textures for all.
What do you guys think?
Here some people said that my textures are too dark and desaturated. Yeah, when I was making textures, I kept in mind that my textures would not satisfy the all players. So I decided to make textures in way they were satisfying me as an "artist".
after this small intro I suggest devs give players more "freedom" in customizing the game. I mean:
1) Almost all new games have brightness(gamma) and contrast options. Warzone should have it too.
2) In UFO Afterlight game I saw the great option for players who don't like desaturated textures. It's called Image post-processing - HDR color saturation.
here are some pics from the game with different values of HDR in %. click to enlarge.
HDR post-processing is off
HDR is on, 50%, default
HDR is on, 25%, low
HDR is on, 100%, max
0% is monochrome
If it will be possible to make this option in warzone, all disagreements will disappear.
Each player has different monitors with his own sittings he likes, also each monitor has its own specifications, so I can't make textures for all.
What do you guys think?
- lav_coyote25
- Professional
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- Joined: 08 Aug 2006, 23:18
Re: Terrain Textures
looks good. exactly what is needed.
Re: Terrain Textures
No, it should not. Warzone did, some years back, have a gamma correction slider, implemented on top of the gamma functionality provided by SDL. I was the one who took the decision to remove it. There were several reasons for this, both theoretical and practical.MaNGusT wrote: after this small intro I suggest devs give players more "freedom" in customizing the game. I mean:
1) Almost all new games have brightness(gamma) and contrast options. Warzone should have it too.
Firstly, gamma is, in general, a per-monitor setting. Hence when people loaded Warzone it would change the gamma of the monitor(s) that Warzone was running on. This is highly undesirable for those playing Warzone in a window (or those who enjoy switching between Warzone and other applications while the game is running. The issue was further convoluted by the fact that setting a gamma 'correction' factor of 0.0 still often resulted in the gamma being changed. This situation was untenable.
If a player finds that the game is too dark then they should change the gamma settings for their monitor. There is no special reason why Warzone should be any lighter or darker than any other application running on the system. If, after setting a suitable colour profile for their system, a player still finds that your textures are too dark then it becomes a matter of taste. I am against adding settings to account for this for the same reason that I am against bass/treble controls on media players/amplifiers.
Polemically yours, Freddie.
Re: Terrain Textures
My monitor's settings are not enough. Warzone is barely playable during the day, i see close-to-nothing on the screen!
Most other games have gamma (despite these problems ), why shouldn't we?
Is it possible to mark the gamma setting as "dangerous" or "unstable", leaving any unusual effects under user's responsibility? I'd gladly accept such responsibility!
Most other games have gamma (despite these problems ), why shouldn't we?
Is it possible to mark the gamma setting as "dangerous" or "unstable", leaving any unusual effects under user's responsibility? I'd gladly accept such responsibility!
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