New Terrain
New Terrain
Hi all,
Today I experimented with a new way to render the terrain. It looks like this: There are different terrain textures (currently 4) which are blended for a transition between the terrain types. Unfortunately the texures I used are non-free (I already sent a mail asking to free them), so I can't create a branch for it yet. Attached is the patch.
TODO:
* Textures for all terrain types (currently done, but non-free: yellow desert, dirt, rocks, pavement)
* New decals (the roads and craters will need to be cut out or remade so they will blend in with the terrain)
* New map format + editor, so you can create maps with these textures
* Converter from old map type to new map type (already done: the tile -> terrain type logic for the Arizona tileset)
So, tell me what you think and get going on these tasks!
P.S. For those curious about the code, I attached a patch.
Today I experimented with a new way to render the terrain. It looks like this: There are different terrain textures (currently 4) which are blended for a transition between the terrain types. Unfortunately the texures I used are non-free (I already sent a mail asking to free them), so I can't create a branch for it yet. Attached is the patch.
TODO:
* Textures for all terrain types (currently done, but non-free: yellow desert, dirt, rocks, pavement)
* New decals (the roads and craters will need to be cut out or remade so they will blend in with the terrain)
* New map format + editor, so you can create maps with these textures
* Converter from old map type to new map type (already done: the tile -> terrain type logic for the Arizona tileset)
So, tell me what you think and get going on these tasks!
P.S. For those curious about the code, I attached a patch.
- Attachments
-
- multtexture.patch
- (12.84 KiB) Downloaded 1240 times
Last edited by Kamaze on 19 Nov 2008, 14:43, edited 5 times in total.
Reason: Use attachment instead of external link.
Reason: Use attachment instead of external link.
Re: New Terrain
Looks amazing.
Only problem is that structures and units will look a lot worse on it. We'd need to improve all the other textures while we're at it.
Only problem is that structures and units will look a lot worse on it. We'd need to improve all the other textures while we're at it.
Re: New Terrain
wohooo O_O
i'm curious about the water, are you planning to use some shaders for the waves?
i'm curious about the water, are you planning to use some shaders for the waves?
i would suggest the craters be like rocks (-> 3d object)gerard_ wrote: TODO:
* Textures for all terrain types (currently done, but non-free: yellow desert, dirt, rocks, pavement)
* New decals (the roads and craters will need to be cut out or remade so they will blend in with the terrain)
* New map format + editor, so you can create maps with these textures
* Converter from old map type to new map type (already done: the tile -> terrain type logic for the Arizona tileset)
So, tell me what you think and get going on these tasks!
it's surely a motivation seeing worse structures on nice ground to redo themZarel wrote:Looks amazing.
Only problem is that structures and units will look a lot worse on it. We'd need to improve all the other textures while we're at it.
Re: New Terrain
Unbelievable. O_O
Re: New Terrain
Wow they look incredible! Its amazing what an affect that has on the whole look of the game.
- whippersnapper
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Re: New Terrain
.
very impressive, gerard - makes a world of diff in the 'immersion'.experience.... zarel mentioned how the rest of the gxf will pale side by side but i think artists will be inspired to create new models (as elio expressed). one thing you will have test (among other things to be sure) is running an MP game with at least 4 players.i really don't know your netcode but Pumpkin's would always seem to break with gfx upgrades of this high quality with 4 to 8 players..
'craters' can indeed be done as 3d objects-models.... you need put them in 'map features'....gotta know your chit too cause
it ain't "a piece of cake" to do..... you'd think it way easy, but it's not... best bet is to "break" the model over 4 tiles.. looks way better than a tertile crater, no doubt 'bout that.
prize for best looking water in an RTS - has to go to "Red Alert 3".
..
very impressive, gerard - makes a world of diff in the 'immersion'.experience.... zarel mentioned how the rest of the gxf will pale side by side but i think artists will be inspired to create new models (as elio expressed). one thing you will have test (among other things to be sure) is running an MP game with at least 4 players.i really don't know your netcode but Pumpkin's would always seem to break with gfx upgrades of this high quality with 4 to 8 players..
'craters' can indeed be done as 3d objects-models.... you need put them in 'map features'....gotta know your chit too cause
it ain't "a piece of cake" to do..... you'd think it way easy, but it's not... best bet is to "break" the model over 4 tiles.. looks way better than a tertile crater, no doubt 'bout that.
prize for best looking water in an RTS - has to go to "Red Alert 3".
..
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
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Re: New Terrain
O_O
if i thought i would have half a clue about the description, i would ask "how?".
thats pretty incredible.
if i thought i would have half a clue about the description, i would ask "how?".
thats pretty incredible.
Re: New Terrain
Thats awesome! Greate job! I bet devs could do stuff with this!
Hmm.... wish there were grass and real looking trees there! and more realistic building would be nice too!
Hmm.... wish there were grass and real looking trees there! and more realistic building would be nice too!
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Re: New Terrain
Gerard is is a dev! (Who also works on the Lua branch.)
Regards, Freddie.
Regards, Freddie.
Re: New Terrain
I did some more work on the code (which you can't see in the screenshots), and I replaced the textures with free ones. I committed my work to the terrain branch in svn.
Here are some screenshots with the new textures:
Here are some screenshots with the new textures:
Re: New Terrain
I like the new terrain textures very much, except for the foliage/plant life. It looks weird especially being flat, besides, there shouldn't be plant life in WZ should there? the nuclear winter would've wiped out pretty much all ground based life (and certain aquatic life too, but that's not important).
If the textures you have used are free/OS then would there be a way to re-texture most things in-game with a similar style, as it looks very nice. (especially the cliff faces)
If the textures you have used are free/OS then would there be a way to re-texture most things in-game with a similar style, as it looks very nice. (especially the cliff faces)
Re: New Terrain
That looks awesome, could really help the game engine look more modern to new players.
As for plantlife, there's already plenty of it in the original game, especially in the snow enviroment, but the desert tileset had small green bushes all over the place.
I really think a lot of plantlife would survive a nuclear holocaust better than animal life and humans would, just like a forest fire. Especially since (If I remember the story correctly) the game takes place some time after the war, which I guess would allow some plants to regrow.
Personally I'd love there to be more plantlife in the urban enviroment - that would in my opinion make it look much more apocalyptic. Think of the pictures of Chernobyl you've seen, with plants growing up between the tiles on the abandoned city square, and plants on the walls up even on the tallest of the buildings.
I remember reading as a kid how in only a couple of years (edit: of course, by 'a couple' I don't mean like "in two years", but in only a decade or 'only a few years" or so) much of the world's cities would be overgrown if humanity would suddenly disappear. Granted, a lot would be burned up in the blast, but I guess many roots underground could survive.
As for plantlife, there's already plenty of it in the original game, especially in the snow enviroment, but the desert tileset had small green bushes all over the place.
I really think a lot of plantlife would survive a nuclear holocaust better than animal life and humans would, just like a forest fire. Especially since (If I remember the story correctly) the game takes place some time after the war, which I guess would allow some plants to regrow.
Personally I'd love there to be more plantlife in the urban enviroment - that would in my opinion make it look much more apocalyptic. Think of the pictures of Chernobyl you've seen, with plants growing up between the tiles on the abandoned city square, and plants on the walls up even on the tallest of the buildings.
I remember reading as a kid how in only a couple of years (edit: of course, by 'a couple' I don't mean like "in two years", but in only a decade or 'only a few years" or so) much of the world's cities would be overgrown if humanity would suddenly disappear. Granted, a lot would be burned up in the blast, but I guess many roots underground could survive.
Last edited by fisk0 on 19 Nov 2008, 20:48, edited 1 time in total.
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Re: New Terrain
and hey, as for the flatness, remember that you'll be playing most of the game zoomed out pretty far, and I think some bumpmapping could handle the rest.
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Re: New Terrain
O_O HOLY sh*t! O_O
This is an unbelievable improvement!
This is an unbelievable improvement!