Terrain Textures

Improving the artwork in Warzone2100 - not for mod discussions
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Berg
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Re: Terrain Textures

Post by Berg »

I made a mod for 3.1 but alas its 14mb if you want to see it I stored it in sourceforge http://sourceforge.net/projects/wzgraph ... z/download
Screenshot-Warzone 2100-3.png
This is a quick mod so you can see ingame some arizona textures It is for contrast and not a finished submission.
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MaNGusT
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Re: Terrain Textures

Post by MaNGusT »

Berg wrote:Make some plastic textures up and see how they look in warzone Mangust!
again.. they look a bit plastic only because their artists decided to make it look that way. That effect is also a side effect of cleany normal maps. It can be adjusted.
As for normals map for terrain in wz, me and Inod tested them, looks good but impact performanc. So we postponed our work on it, because Inod dk how to make it work very fast. I still have a copy of test package with normal maps for Arizona terrain.

and... oh god.. I'm talking with a wall. You CAN'T make terrain look good 1)with only diffuse textures 2) with current cliffs.
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Berg
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Re: Terrain Textures

Post by Berg »

MaNGusT wrote:and... oh god.. I'm talking with a wall.
Its good you define me as a wall...I do not insult people.
MaNGusT wrote:You CAN'T make terrain look good 1)with only diffuse textures 2) with current cliffs.
I don't understand what your saying there ..is it we should just forget about improving warzone till you have changed everything in the engine to suit your dreams? or do we endeavor to advance what we have ?
I think we can make it look better till this patch you hint at is refined. Or they change the engine totally either way why sit around waiting for something that you wish might happen?
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Rman Virgil
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Re: Terrain Textures

Post by Rman Virgil »

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Let's give it another go on this page.

Is this question unacceptable for some reason or is it simply that there is no answer. .?
Rman Virgil wrote:.

I thought Zarel's idea of implementing cliff face as decals was judged promising and feasible right now - what happened with that approach...?

viewtopic.php?f=3&t=6101&p=71059#p71059

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Or maybe I've fallen into the rabbit hole and unlike Alice I've yet to figure it out. O_o

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Berg
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Re: Terrain Textures

Post by Berg »

Rman Virgil wrote:Is this question unacceptable for some reason or is it simply that there is no answer. .?
I did try to make a decal into a feature and give the crater some form but there is some sort of issue with the alpha channel used in features I wrote about it on another post.

This question is acceptable. For the moment I have no answer but I will try and find an answer about cliff and decal and also your work on feature models as cliff shape is interesting this in itself is all related to terrain but it has many facets.

You would need to map special maps to use these decals and as cliff textures are stretched to the max I wonder if it will stretch the decals too?
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Berg
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Re: Terrain Textures

Post by Berg »

Rman Virgil wrote:Is this question unacceptable for some reason or is it simply that there is no answer. .?
I did try to make a decal into a feature and give the crater some form but there is some sort of issue with the alpha channel used in features I wrote about it on another post.

This question is acceptable. For the moment I have no answer but I will try and find an answer about cliff and decal and also your work on feature models as cliff shape is interesting this in itself is all related to terrain but it has many facets.

You would need to make special maps to use these decals and as cliff textures are stretched to the max I wonder if it will stretch the decals too?
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Rman Virgil
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Re: Terrain Textures

Post by Rman Virgil »

Rman Virgil wrote:Is this question unacceptable for some reason or is it simply that there is no answer. .?
Berg wrote:I did try to make a decal into a feature and give the crater some form but there is some sort of issue with the alpha channel used in features I wrote about it on another post.

This question is acceptable. For the moment I have no answer but I will try and find an answer about cliff and decal and also your work on feature models as cliff shape is interesting this in itself is all related to terrain but it has many facets.

You would need to map special maps to use these decals and as cliff textures are stretched to the max I wonder if it will stretch the decals too?
Thanks Berg. Sometimes I get the feeling things have happened on the IRC channels that just don't make it to the bbs.

Anyway... if you looked at the thread link you would see how the discussion progressed with solutions for every objection till it seemed like the approach made a lot of practical sense then it just stopped.

I know support for 8 bit Alpha Channel blending came up and nobody was quite sure about it still existing ~ but then the discussion just stopped as if it was all good.

I know the retail version did support an Alpha Channel because I used it when I made my custom tertile set. But where that's at now I have no idea.

As for making cliffs as 3d feature models - it works great but it's a ton of precision work on the frontend, in the .txt & .wrf files plus all the work needed for FlaMe support.... then there is the legacy map issue.

If the only obstacle to the decal approach is Alpha Channel blending support that just maybe the most feasible approach, right here and now.

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Berg
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Re: Terrain Textures

Post by Berg »

Rman Virgil wrote:If the only obstacle to the decal approach is Alpha Channel blending support that just maybe the most feasible approach, right here and now.
No I did not say decal alpha channel issue I was talking about features alpha channel as issues.

Seems all different facets use different rendering some how, anyway with the decal its a matter of making a map use them to test the worth of the idea yes?

PS I re read the post and yes it just stopped everyone seem to think it a good notion.
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Rman Virgil
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Re: Terrain Textures

Post by Rman Virgil »

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Ok.. I c.... Alpha Channel for features is different than for textures... yikes..!

Then in answer to your question... yes.... making a map with cliff decals and running in game would seem to be the course for an evidence-based evaluation of the technique's results.

BTW. ... speaking of IRC - I have not forgotten; just trying to figure out how to deal with some security issues on the android OS..

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Jorzi
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Re: Terrain Textures

Post by Jorzi »

See my cliff decal here.
Noq tested it a bit, but it was never implemented further...
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Berg
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Re: Terrain Textures

Post by Berg »

I have this feeling there maybe a revert back to singular tiling for cliffs hidden behind a decal method. A full cliff texture a half texture with alpha diagonally and cross this is just a after thought on the initial idea.
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Rman Virgil
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Re: Terrain Textures

Post by Rman Virgil »

Jorzi wrote:See my cliff decal here.
Noq tested it a bit, but it was never implemented further...
Lordy. ... I totally missed that.... my apologies.. :oops:

In any case... that looks hella promising. :) That was good work. Why it just died is an enigma to me. O_o

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Jorzi
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Re: Terrain Textures

Post by Jorzi »

Some fresh cliff decals specifically designed for the arizona tileset. Rather than using photos, I modeled these from scratch, which means the normalmap is easily available if needed.
I release them as CC0 (public domain) so go ahead and do cool stuff with them.
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Berg
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Re: Terrain Textures

Post by Berg »

do you need a half tile not 2 diagonal
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NoQ
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Re: Terrain Textures

Post by NoQ »

Two half-diagonal tiles make sense (one with wide bottom, another with wide top), but we also need a full-diagonal tile (for arizona and rockies, but not for urban ... on rockies there is also snowy full-diagonal tile).