Also, I made a quick example of what my tiles look like when overlayed on a ground texture
Terrain Textures
-
Jorzi
- Regular

- Posts: 2063
- Joined: 11 Apr 2010, 00:14
Re: Terrain Textures
Ah yes, the full-diagonal... Will do.
Also, I made a quick example of what my tiles look like when overlayed on a ground texture
Also, I made a quick example of what my tiles look like when overlayed on a ground texture
You do not have the required permissions to view the files attached to this post.


-insert deep philosophical statement here-
-
Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: Terrain Textures
Ohhh my that's very nice
Is that a decal? I can see MANY such decals for roads, dirt roads, tracks, etc.. it would up the variety immensely.
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Terrain Textures
Indeed. Lovely. And the possibilities for dressing the landscape without impacting PF or PW are tantalizing.Goth Zagog-Thou wrote:Ohhh my that's very niceIs that a decal? I can see MANY such decals for roads, dirt roads, tracks, etc.. it would up the variety immensely.
BTW... Got some promising news on the Machinima front for your CAM 4 Mission Briefs.. I'll post in your CAM thread..
.
Last edited by Rman Virgil on 09 Apr 2012, 20:28, edited 1 time in total.
-
theArmourer
- Trained

- Posts: 89
- Joined: 19 Feb 2010, 02:27
-
Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: Terrain Textures
Thanks bud.Rman Virgil wrote:Indeed. Lovely. And the possibilities for dressing the landscape without impacting PF or PW are tantalizing.Goth Zagog-Thou wrote:Ohhh my that's very niceIs that a decal? I can see MANY such decals for roads, dirt roads, tracks, etc.. it would up the variety immensely.
BTW... Got some promising news on the Machinima front for your CAM 4 Mission Briefs.. I'll post in your CAM thread..
.
-
Shadow Wolf TJC
- Regular

- Posts: 1047
- Joined: 16 Apr 2011, 05:12
- Location: Raleigh, NC
Re: Terrain Textures
<whistle> Those definitely seem like prime cliff-painting material there.Jorzi wrote:Ah yes, the full-diagonal... Will do.
Also, I made a quick example of what my tiles look like when overlayed on a ground texture
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
-
vexed
- Inactive

- Posts: 2538
- Joined: 27 Jul 2010, 02:07
Re: Terrain Textures
Why is it people must always be so negative with people that are trying to fix the issue ?
Anyway, let me clear this up.
The only thing that we can do for 3.1 is to fix the cliff textures.
We can't add decals. We can't add features. We can't change the engine.
Now, if you don't have a solution / fix for the current cliff textures, then, don't bother posting about it in this thread.
/facepalm ...Grinch stole Warzone

contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Terrain Textures
Making cliff better through decals was the main thrust of the conversation after we got past what you mentioned as the unproductive element and it would appear to be slated for implementation as I understand Per's posts earlier today where the discussion continued in this other thread:vexed wrote:![]()
Why is it people must always be so negative with people that are trying to fix the issue ?![]()
Anyway, let me clear this up.
The only thing that we can do for 3.1 is to fix the cliff textures.
We can't add decals. We can't add features. We can't change the engine.
Now, if you don't have a solution / fix for the current cliff textures, then, don't bother posting about it in this thread.
viewtopic.php?f=33&t=7244&start=30
.
-
vexed
- Inactive

- Posts: 2538
- Joined: 27 Jul 2010, 02:07
Re: Terrain Textures
Right, but I assume that is for the future, since 3.1 is feature locked--which means nothing major is going to change, and using decals/features for cliffs would be a major endeavor.Rman Virgil wrote:Making cliff better through decals was the main thrust of the conversation after we got past what you mentioned as the unproductive element and it would appear to be slated for implementation as I understand Per's posts earlier today where the discussion continued in this other thread:vexed wrote:![]()
Why is it people must always be so negative with people that are trying to fix the issue ?![]()
Anyway, let me clear this up.
The only thing that we can do for 3.1 is to fix the cliff textures.
We can't add decals. We can't add features. We can't change the engine.
Now, if you don't have a solution / fix for the current cliff textures, then, don't bother posting about it in this thread.
viewtopic.php?f=33&t=7244&start=30
.
/facepalm ...Grinch stole Warzone

contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Terrain Textures
.
Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.
.
Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.
.
-
vexed
- Inactive

- Posts: 2538
- Joined: 27 Jul 2010, 02:07
Re: Terrain Textures
Rman Virgil wrote:.
Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.
.
Perhaps I am not following, but like the old system, where we used the tiles (which basically are decals) to build the cliffs, in order to not splat, and use decals instead would require code changes.
/facepalm ...Grinch stole Warzone

contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
-
Rman Virgil
- Professional

- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Terrain Textures
Rman Virgil wrote:.
Cliff decals were apart from any changes to features and would require no code additions - as I understood it. I got no sense of when that would be from that discussion.
.
Yes...I think.vexed wrote:![]()
Perhaps I am not following, but like the old system, where we used the tiles (which basically are decals) to build the cliffs, in order to not splat, and use decals instead would require code changes.
NoQ wrote:As far as i understand, cliff decals require no code changes; without cliff decals, it is necessary to make cliff texture scatter around in a less fluffy way.
Per wrote:You mean do away with the half-tile system, in favour of proper texture splatting?
At least, that's what I'm thinking should be done.
-
cybersphinx
- Inactive

- Posts: 1695
- Joined: 01 Sep 2006, 19:17
Re: Terrain Textures
... which should mean that we don't add any new crap since there is enough old crap to fix - like the cliff issue which had a ticket long before 3.1 was branched iirc. Unless I missed something, the decal solution should be pretty simple, just add the decals, and put them on the maps on loading, which should amount to just a "for tile in tiles do if tile->type == TILE_CLIFF then tile->decal = DECAL_CLIFF" loop. Hardly invasive code.vexed wrote:3.1 is feature locked
We want information... information... information.
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: Terrain Textures
All that cliff decals require is to update several .txt data files (tilesets/arizonadecals.txt, tilesets/urbandecals.txt, tilesets/rockiesdecals.txt) to mark these tile numbers as decals. This can be easily done as a mod, and i have provided a proof of concept. Or are you having something else in mind?vexed wrote:Perhaps I am not following, but like the old system, where we used the tiles (which basically are decals) to build the cliffs, in order to not splat, and use decals instead would require code changes.
Last edited by NoQ on 10 Apr 2012, 06:15, edited 1 time in total.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
-
NoQ
- Special

- Posts: 6226
- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: Terrain Textures
Here's the slow example:Jorzi wrote:Also, I made a quick example
AFAIK this is because decals are somehow slightly stretched by the game (and cropped at the end of the tile), and i'm not sure how much exactly.
_____________
One more thing: how about making them a bit transparent?
This will break quite a few maps that used completely different tiles for cliffs (as maps can reassign tile types). For instance, in urban, many people (including the beta campaign authors) use large concrete tiles as cliffs. Updating *decals.txt seems safer.for tile in tiles do if tile->type == TILE_CLIFF then tile->decal = DECAL_CLIFF
You do not have the required permissions to view the files attached to this post.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam