what variant of the cliffs do you like more?Olrox wrote:Hey man, my 2 cents on those textures:
IMO, the cliffs should be distinct from any other tile type whenever possible, regardless of real cliffs, especially due to the way they curretly are: a very steep slope. unless we are working with 3d cliffs, and have an specific, easily distinguishable shape for them, I think we should keep some distinct look on the texture, even if it doesn't match with the real cliffs that much.
Those could be a bit more desaturated overall. Probably making them with 50% the color of the "red" tiles could hit the spot, maybe. Just a thought anyway, they are good, but can be improved![]()
The concrete tiles are much better, they could use some 10% yellow tone, I think. Tiles still could be bigger IMO![]()
Keep up the good work!
Terrain Textures
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MaNGusT
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Re: Terrain Textures
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macuser
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Re: Terrain Textures
Hey mangust... could you possibly bump map the cliffs? You know how it fades out the cliff texture when it meets the top or the ground. Just have it fade out the bump map too
... looking VERY good I like variant 2
-regards macuser
-regards macuser
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MaNGusT
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Re: Terrain Textures
I can't do that because the wz engine doesn't rotate a textures.macuser wrote:Hey mangust... could you possibly bump map the cliffs? You know how it fades out the cliff texture when it meets the top or the ground. Just have it fade out the bump map too... looking VERY good I like variant 2
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macuser
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Re: Terrain Textures
Why would that stop bump mapped textures?
-regards macuser
-regards macuser
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MaNGusT
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Re: Terrain Textures
Engine doesn't support bump mapping. About what bump mapping do you tell me?macuser wrote:Why would that stop bump mapped textures?![]()
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macuser
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Re: Terrain Textures
I'm talking bout normal maps but I thought the engine did support themMaNGusT wrote:Engine doesn't support bump mapping. About what bump mapping do you tell me?macuser wrote:Why would that stop bump mapped textures?![]()
-regards macuser
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Olrox
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Re: Terrain Textures
The devs said they'd work on support for normal mapping if they have enough stuff that use it.macuser wrote: I'm talking bout normal maps but I thought the engine did support them![]()
BTW, Mangust, I like the third variation but think it could be desaturated until it looks more grayish, not THAT much, only 35% - 50% max
~Olrox
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MaNGusT
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Re: Terrain Textures
Olrox wrote:BTW, Mangust, I like the third variation but think it could be desaturated until it looks more grayish, not THAT much, only 35% - 50% max
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Rman Virgil
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Re: Terrain Textures
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Variant 2 - especially the far right, mid-screen region, stands out to my eye as apt, form serving function in totality,

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Variant 2 - especially the far right, mid-screen region, stands out to my eye as apt, form serving function in totality,

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Last edited by Rman Virgil on 27 Mar 2010, 05:08, edited 1 time in total.
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macuser
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Re: Terrain Textures
Perhaps for some things like water it could be actualy rendered not just a texture and be turned off on low end computers. Just a suggestion.
-regards macuser

-regards macuser

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DuKe2112
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Re: Terrain Textures
Actually rendering means the whole process, eg applying a texture.
As far as I can tell that water is just normal mapped, too.
As far as I can tell that water is just normal mapped, too.
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Zarel
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Re: Terrain Textures
What do you mean by "actually rendered"?
"Render" means, among other things, "display on a computer screen". Are you saying you can't see our water on your screen? o_O
"Render" means, among other things, "display on a computer screen". Are you saying you can't see our water on your screen? o_O
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Zarax
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Re: Terrain Textures
I suspect it means pre-rendered animations or the reflection effects.
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macuser
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Re: Terrain Textures
Like instead of just a texture have an actual moving animated reflective and normal mapped object like in my pic.Zarel wrote:What do you mean by "actually rendered"?
"Render" means, among other things, "display on a computer screen". Are you saying you can't see our water on your screen? o_O
-regards macuser
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Olrox
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Re: Terrain Textures
Yeah, it looks a tad too gray, probably applying the same effect with less intensity on variant 2 could be better.MaNGusT wrote:
~Olrox