Terrain Textures
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Emdek
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Re: Terrain Textures
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
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i-NoD
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Re: Terrain Textures
Would be nice to see PNGs when comparingFlail13 wrote:If anyone is interested in the difference between 16 triangles and 4, this is something I tested in FlaME, compared with current.
Bumping sub-division count without using same-scale terrain type source gives visually nothing. Do FlaME use "4 x terrain size" type texture for this shot?
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Flail13
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Re: Terrain Textures
Emdek, thx, I saw that topic some days ago but lost it.
i-NoD, I'm not sure what you're saying. The point of the sub division was to make texture transitions and shadows more defined, to reduce the blurriness and make the cliffs look like they are where they are. I used the 512 sized textures in 3.1. I realise I stretched them over 4 tiles, while WZ appears to cover 8 tiles.
i-NoD, I'm not sure what you're saying. The point of the sub division was to make texture transitions and shadows more defined, to reduce the blurriness and make the cliffs look like they are where they are. I used the 512 sized textures in 3.1. I realise I stretched them over 4 tiles, while WZ appears to cover 8 tiles.
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Berg
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Re: Terrain Textures
As a tile is 128 stretching a 512x512 texture over 4-8 tiles is correct it should look fine you can adjust the scale of cover in data/base/tileset files
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i-NoD
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Re: Terrain Textures
On a second thought, yes, it will give you twice smaller transition area, but blurriness? Its likely that this 'soap opera' is because of downscaled 512px textures.Flail13 wrote:i-NoD, I'm not sure what you're saying. The point of the sub division was to make texture transitions and shadows more defined, to reduce the blurriness and make the cliffs look like they are where they are. I used the 512 sized textures in 3.1. I realise I stretched them over 4 tiles, while WZ appears to cover 8 tiles.
Still it would be nice to see actual wz shot in lossless format to measure all gains/losses...
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Jorzi
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Re: Terrain Textures
I really think the terrain textures should be switched back to at least 1024, and cover at least 8 tiles. While I realize you want a small and nice download, this is one of the best ways to improve graphics without any impact on performance (since they can be 512 anyway if you want to).
Edit: Oh, and the 16-triangle tiles look nice
Edit: Oh, and the 16-triangle tiles look nice


-insert deep philosophical statement here-
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Berg
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Re: Terrain Textures
I also like that idea if it allows better tile blending..How hard will it be to change code to use old and new tile system? If that is even possible .Jorzi wrote:Oh, and the 16-triangle tiles look nice
Would this tile system need more PC resources to run?
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vexed
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Re: Terrain Textures
For the campaign some feedback I have received are, it seems the main issue we have now is the cliff textures aren't a good fit, they don't contrast enough from the regular terrain, so it is difficult to know what is and what isn't passable.
This means that we need to fix that before the 3.1 release.
This means that we need to fix that before the 3.1 release.
/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.
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MaNGusT
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Re: Terrain Textures
viewtopic.php?f=33&t=7244&start=15#p98302 well, at least I've fixed the gravel problem for NoQ.vexed wrote:For the campaign some feedback I have received are, it seems the main issue we have now is the cliff textures aren't a good fit, they don't contrast enough from the regular terrain, so it is difficult to know what is and what isn't passable.
This means that we need to fix that before the 3.1 release.
and it's impossible to have good textures and make them contrast from cliffs. I mean with current terrain engine.
viewtopic.php?f=33&t=4644&start=120#p58521 (c)
Last edited by MaNGusT on 09 Apr 2012, 02:41, edited 3 times in total.
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Berg
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Re: Terrain Textures
First we need good textures ...dull brown smudges like we been using with slight colour changes does not get good contrast.MaNGusT wrote:and it's impossible to have good textures and make them contrast from cliffs. I mean with current terrain engine.
Get good textures then you could work on the code like was said before double up the amount of tris in each tile and that will allow a tighter blending of textures.
I know you have all seen these textures before but at least they contrast.
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MaNGusT
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Berg
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Re: Terrain Textures
Yes thats very colourful very starcrafty but it is contrasting, then you ask? You want it to look plastic like that or do you want it to reflect warzone.MaNGusT wrote:that is how they should look like..
From the textures we use now to the other extreme you have displayed there, and thats not what engine we use either.
It would be good to stay with what we have to work with not outside images.
How did you get so many images on the one post i thought file limit was 3?
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MaNGusT
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Re: Terrain Textures
they are not plastic, their engines use not only diffuse textures as wz uses now, but also bump/normals/parralax maps. Yes, starcraft's terrain looks a bit "wet" - it's a side effect of parralax mapping.Berg wrote:You want it to look plastic like that or do you want it to reflect warzone.MaNGusT wrote:that is how they should look like..
I'm a cheater.How did you get so many images on the one post i thought file limit was 3?
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Rman Virgil
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Re: Terrain Textures
.
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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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
.
Last edited by Rman Virgil on 09 Apr 2012, 04:41, edited 3 times in total.
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Berg
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Re: Terrain Textures
All in the eye.MaNGusT wrote:they are not plastic
Make some plastic textures up and see how they look in warzone Mangust!
I like to see what we can do and not what we dream of for a long time now I hear what warzone does not have and its frustrating that folks say this (other) game has this or that!
We should advance what we have not stand about saying wow that other game looks good..
Get the artist get the coder and change what we have to enhance it dont show plastic terrain from some other alien planet game.
