Terrain Textures
Re: Terrain Textures
I think that the cliffs would look nice with some shaded clusters of rock. Hmm, and the mineral layers would certainly look nice
BTW, nice new smileys
~Olrox
BTW, nice new smileys
~Olrox
Re: Terrain Textures
edit1:
edit2:
edit3:
There is also the bug - features don't cast shadows. look at the blue bus.
Last edited by MaNGusT on 20 Mar 2010, 13:29, edited 4 times in total.
Re: Terrain Textures
Those look real good, IMO. nice work!MaNGusT wrote:
Those dark stripes could be removed, I think.
Now we need corner textures and proper rotation for the regular ones.
Really, those will look awesome when we have normal maps and they are placed & rotated correctly!
~Olrox
Re: Terrain Textures
Which of them? horizontal or vertical?Olrox wrote:Those dark stripes could be removed, I think.
The corner texture is the same as regular.Olrox wrote:Now we need corner textures and proper rotation for the regular ones.
Re: Terrain Textures
The horizontal ones, they look like shadows only, not relief.MaNGusT wrote:Which of them? horizontal or vertical?Olrox wrote:Those dark stripes could be removed, I think.
I mean, we should have corner cliff textures like the current renderer has, so that we can have a smooth transition, and the cracks on the rock are always vertical (like the real cliffs on those photos)
~Olrox
Re: Terrain Textures
shot 009 (variation 3) is the kind of relief we need. Its just a bit too regular.
got another one for the base texture, thats closer to this veins: http://www.wallpaperweb.org/wallpaper/N ... 8_8299.htm a bit dark perhaps.
Relief missing though.
got another one for the base texture, thats closer to this veins: http://www.wallpaperweb.org/wallpaper/N ... 8_8299.htm a bit dark perhaps.
Relief missing though.
Re: Terrain Textures
Those concrete tiles aren't good, they need some serious improvements, IMO. They need cracks, and could be larger also.
~Olrox
~Olrox
Re: Terrain Textures
original tiles are smaller than mine.Olrox wrote:Those concrete tiles aren't good, they need some serious improvements, IMO. They need cracks, and could be larger also.
but yes, I will add some cracks later. They seem too clean..
Re: Terrain Textures
Yep, I know, and they're oddly small, they look like internal concrete tiles, or sidewalk concrete tiles - usually external, industrial courtyard concrete tiles are larger, easily more than 2,5x2,5 meters.MaNGusT wrote: original tiles are smaller than mine.
but yes, I will add some cracks later. They seem too clean..
Anyway, nevermind me, probably it'll be better if the cliffs are finished before.
Doesn't the new renderer support changing the orientation of particular portions of the texture? (i.e. for the cliff faces)
~Olrox
Re: Terrain Textures
Nope and It can't be fixed.(it's the problem of the idea of engine).Olrox wrote:Doesn't the new renderer support changing the orientation of particular portions of the texture?
That is why I like my first cliffs texture - it doesn't need to be rotated.
Re: Terrain Textures
Yep, but it needs some polishing - that pattern you've used needs some manual sharpening, and it seems like we won't have anything shaded unless normal maps are used for terrain as well. Can any dev tell us if that's the plan or not?MaNGusT wrote:Nope and It can't be fixed.(it's the problem of the idea of engine).Olrox wrote:Doesn't the new renderer support changing the orientation of particular portions of the texture?
That is why I like my first cliffs texture - it doesn't need to be rotated.
It's a pity that the creator of the renderer didn't choose to support rotation, cliffs were bound to have problems this way...
But hey, how roads are used?
Couldn't we have the same texture application system for cliffs? Then, instead of painting a whole road, you paint a whole cliff face (so that the top/bottom direction is perpendicular to the painting line, namely the "cliff face" I'm referring to). Or something like that...
Gonna get some sleep now
~Olrox
Re: Terrain Textures
. Terrain can't support normal maps because normal map applies to a whole model only. Can you imagine a texture size of a normal map which we need to apply? This way we can use only a fake relief.Olrox wrote:Yep, but it needs some polishing - that pattern you've used needs some manual sharpening, and it seems like we won't have anything shaded unless normal maps are used for terrain as well. Can any dev tell us if that's the plan or not?
yeah, that is why all modern RTS games use the old tileset technique but with a new features.It's a pity that the creator of the renderer didn't choose to support rotation, cliffs were bound to have problems this way...
roads still use the old tileset technique.But hey, how roads are used?
Re: Terrain Textures
How does texture size relate to tile size anyway, is it per pixels eg 256, or per parts like 1/4 of the texture?
Last edited by DuKe2112 on 21 Mar 2010, 17:53, edited 2 times in total.
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Re: Terrain Textures
Currently it is hardcoded, see http://developer.wz2100.net/browser/tru ... map.c#L231.