Release early, release often! (:Jorzi wrote:Unfortunately my free time is exremely limited for the moment, but I can send you the source files if you want.
Terrain Textures
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NoQ
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Re: Terrain Textures
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Jorzi
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Re: Terrain Textures
I made a 7z file with all the gimp xcf files and the .blend file I use for border baking.
(Blend file requires knowledge of assigning an image to a texture as well as using blender's bake functionality)
Download it here
(Blend file requires knowledge of assigning an image to a texture as well as using blender's bake functionality)
Download it here


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Jorzi
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Re: Terrain Textures
Made a cliff for the rockies tileset, haven't tried it yet. It's rotationally tileable, however.
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Jorzi
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Re: Terrain Textures
New release, including all the required cliff decals for all the three tilesets.
Edit: btw, I'd really like a folder for 256x256 tiles, how hard would that be to do?
Edit: btw, I'd really like a folder for 256x256 tiles, how hard would that be to do?
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vexed
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Re: Terrain Textures
256x256 isn't that difficult to add, but all the old stuff would need to be upscaled, and that tends to look bad.Jorzi wrote:New release, including all the required cliff decals for all the three tilesets.
Edit: btw, I'd really like a folder for 256x256 tiles, how hard would that be to do?
And thanks for your hard work, it is appreciated!
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Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
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Jorzi
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Re: Terrain Textures
upscaling the old stuff with a bit of gaussian interpolation wouldn't make it look any different from what it is now, since the pixels are interpolated anyway...
Anyway, thanks
Anyway, thanks


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NoQ
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Re: Terrain Textures
Another question: may we allow decals to spread across a bit larger space? Around its tile? That is, 256x256 decals that are not scaled to one tile, but take half-tile more at every side. This will probably allow making cliffs a bit wider (but still crisp) (not sure though).
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NoQ
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Re: Terrain Textures
Emm looks like decals_v0.3.wz is missing the tiles files ... sry nvm 
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Jorzi
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Re: Terrain Textures
@NoQ: having decals spread across multiple tiles can possibly cause problems with the tileability of cliffs etc...


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NoQ
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Re: Terrain Textures
Here are the textures the way i like them. Are these ok?
Cause we might get them into beta11 if we hurry up (:
With some alpha, rocky mountain textures no longer make the icecaps completely broken.
Note that we can't afford completely forgetting about the icecap tiles; they need to be made into decals as well, otherwise we can get bad holes in cliffs, cause they can sometimes reach the bottom (especially the 1/4-icecap-3/4-cliff tiles).
Cause we might get them into beta11 if we hurry up (:
With some alpha, rocky mountain textures no longer make the icecaps completely broken.
Note that we can't afford completely forgetting about the icecap tiles; they need to be made into decals as well, otherwise we can get bad holes in cliffs, cause they can sometimes reach the bottom (especially the 1/4-icecap-3/4-cliff tiles).
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Jorzi
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Re: Terrain Textures
Yeah, the decals look better when they are more subtle 


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NoQ
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Re: Terrain Textures
Hmm, just tried to use arizona-like cliffs on urban and rockies. Looked sort of cool (especially rockies).
How about leave it like that?
How about leave it like that?
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aubergine
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Re: Terrain Textures
That last screenshot is AWESOME!
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Jorzi
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Re: Terrain Textures
Hmm certainly interesting
Why didn't I think of this before? I like it 


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Giani
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Re: Terrain Textures
Looks very goodNoQ wrote:Hmm, just tried to use arizona-like cliffs on urban and rockies. Looked sort of cool (especially rockies).
How about leave it like that?![]()
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501