Terrain Textures

Improving the artwork in Warzone2100 - not for mod discussions
Jorzi
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Re: Terrain Textures

Post by Jorzi »

@NoQ: thanks, I got the diagonal tile working by adding number 18 and changing the first one to 29 :)

@MaNGusT: Cliff features would be cool indeed... Things like a decent library of features as well as the ability to place and rotate features freely without having to care about intersection or snapping to tiles would also allow a new level artistic freedom. Although as NoQ said, this won't improve old maps.
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Rman Virgil
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Re: Terrain Textures

Post by Rman Virgil »

MaNGusT wrote:We also need features that could be placed on cliffs.
NoQ wrote:They will be cool, but they won't magically appear on thousands of maps already made ... and we are now rather fighting for increasing playability of old maps than for the new generation ... i think.
That's exactly right. We implemented those cliff as 3D feature models 3+ years ago for WZ2200 (as you can see from the screens I posted in Emdek's thread) and yes they look great, but we were not concerned with the thousands of legacy maps. This whole effort is on behalf of legacy maps. :)

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Jorzi
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Re: Terrain Textures

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Could you enlighten me a bit on the technical aspects of the 3d cliff implementation, were the cliffs placed like features, did they stretch to fit different cliff heights, were they tiling meshes or just intersecting blobs?
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Rman Virgil
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Re: Terrain Textures

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Jorzi wrote:Could you enlighten me a bit on the technical aspects of the 3d cliff implementation, were the cliffs placed like features, did they stretch to fit different cliff heights, were they tiling meshes or just intersecting blobs?
Feature placed. Each cliff model was segmented into 6 pieces and assembled in the map editor. These you placed over terrain formed to accommodate them... The single unsegmented models like the giant boulder could be deformed by manipulating the terrain after placement.

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Re: Terrain Textures

Post by crass »

Rman Virgil wrote:Feature placed. Each cliff model was segmented into 6 pieces and assembled in the map editor. These you placed over terrain formed to accommodate them... The single unsegmented models like the giant boulder could be deformed by manipulating the terrain after placement.

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how do you do this in flame? I can't split it into 6 pieces it is just one normal size piece
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Goth Zagog-Thou
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Re: Terrain Textures

Post by Goth Zagog-Thou »

That was something they had going a while ago.
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vexed
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Re: Terrain Textures

Post by vexed »

OK, assuming viewtopic.php?f=33&t=2383&start=390#p100493 is the one we use for arizona, we still need fixes for the other two tilesets...
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
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Rman Virgil
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Re: Terrain Textures

Post by Rman Virgil »

Rman Virgil wrote:Feature placed. Each cliff model was segmented into 6 pieces and assembled in the map editor. These you placed over terrain formed to accommodate them... The single unsegmented models like the giant boulder could be deformed by manipulating the terrain after placement.

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crass wrote:how do you do this in flame? I can't split it into 6 pieces it is just one normal size piece
You create the model and segment it in your 3D modeling app... then you incorporate those 6 segments as new feature assets in your map editor....ditto for the game binary-data set. Likewise any new feature asset. FlaMe didn't exist when we did this.... we used a modified version of the original WZ map editor called Edit World.

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Re: Terrain Textures

Post by NoQ »

Jorzi wrote:Made a 12 pixel border around them, looks pretty good now, except the game rotates some of them, causing them not to line up properly...
I also made them more transparent, blending them with the texture underneath to reduce the tiling.
Hmm, still not seamless yet :o
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Rman Virgil
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Re: Terrain Textures

Post by Rman Virgil »

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Vertical- vertical. :3

Horizontal - vertical. O_o

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Jorzi
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Re: Terrain Textures

Post by Jorzi »

@NoQ: unfortunately my tiles don't line up when some are rotated 180 degrees. The easiest way to fix it would of course be to overlay the image with itself rotated 180 degrees, but I'm not sure it will look as good...

@Vexed: I'll try to get the other ones done too, but my time is limited...
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NoQ
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Re: Terrain Textures

Post by NoQ »

Jorzi: yeah, rotate by 180 degrees and use some smooth eraser tool to erase the middle of one of the layers, or something like that (?)
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MaNGusT
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Re: Terrain Textures

Post by MaNGusT »

The only reason why I made a uniform direction cliff textures is that we can't choose a direction for them. Clearly visible here viewtopic.php?f=33&t=2383&start=75#p51106
now you are just repeating my mistakes..

what devs should do now is:
1) remove pixel erasing for decals because it was used for 2.3's terrain. viewtopic.php?f=33&t=2383&start=390#p100511 redundant code...
2) Allow features be placed on cliffs.

My point is that: we have a big uniform textures that are used as background for decals which variety the terrain. We no longer use 128x128 full colored tiles on terrain. so why should we have this -> viewtopic.php?f=33&t=2383&p=65296&hilit=border#p65258

updated last link.
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Rman Virgil
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Re: Terrain Textures

Post by Rman Virgil »

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So..... if you can't control decal direction anymore than texture tiles.. how can hard edges ever work over noise smudges..?

How would allowing features over cliff tile work for legacy maps..?

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MaNGusT
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Re: Terrain Textures

Post by MaNGusT »

Rman Virgil wrote:So..... if you can't control decal direction anymore than texture tiles.. how can hard edges ever work over noise smudges..?
whaa? hard edges of what? noise smudges?
currently decals have transparent background and are placed over new terrain textures. So why the f.. we need to remove some pixels from their edges?
How would allowing features over cliff tile work for legacy maps..?
it's just for future maps and fixing maps we have now. Yeah, will require a great work for artists to make a lot features and map makers to place em carefully on their maps.
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