viewtopic.php?f=33&p=71547
the cliff rocks looked pretty good but I do not know anything about them.


if the new terrain determines texture by terrain type alone and doesn't respect individual texture and terrain type per tile, then many old maps will become obsolete as will editworld.cybersphinx wrote:IIRC, with the old terrain you can set both texture and terrain type per tile independently, while the new terrain determines texture by terrain type. Not sure if there's a benefit of using only one, maybe it could be changed to use the texture instead.

It is using the new terrain renderer from WZ trunk.but this is a mod made by berg - not the new terrain render


alto1234 wrote:if the new terrain determines texture by terrain type alone and doesn't respect individual texture and terrain type per tile, then many old maps will become obsolete as will editworld.cybersphinx wrote:IIRC, with the old terrain you can set both texture and terrain type per tile independently, while the new terrain determines texture by terrain type. Not sure if there's a benefit of using only one, maybe it could be changed to use the texture instead.

I definitely am seeing what you mean and why you left the question for Berg in the v.3.0 Model Thread.cumandgetit wrote:berg posted a screen of his new radar tower in the v.3.0 new models thread
viewtopic.php?f=33&p=71547
the cliff rocks looked pretty good but I do not know anything about them.

That simple. Hmmmm.Berg wrote:Nexus tower texture and tcmask
Whats up with that ?
<---- these cliff textures and models run in trunk, wzgm release and now the new branch pre-3.0 they use the standard method trunk uses (gerard's textures I believe) The texture shown here will copy and paste straight into trunk without much effort.
Regards Berg

Berg wrote:................
<---- these cliff textures and models run in trunk, wzgm release and now the new branch pre-3.0 they use the standard method trunk uses (gerard's textures I believe) The texture shown here will copy and paste straight into trunk without much effort.
Regards Berg
Rman Virgil wrote:That simple. Hmmmm.
Since flaME at present does not support WYSIWYG for v.3.0 textures / New Terrain Renderer one possible relief strategy would be to create a sampling (lets say 12) of various Cliff-Rock Formations using the present stock flaME matrix, run the test map in v.3.0, using Berg's substituted Cliff Texture, and see how the sampling formations look..... and go from there.

better.Buginator wrote:Still tinkering with this...
Better ? Worse ?
what kind of test map exactly would be of more practical use here ?Buginator wrote:P.S, it would be lots easier if I had a map that I don't have to move to a specific location... it is a PITA trying to line everything up, and it still don't turn out correct.
Whoops, I meant to do a before /after, but it turned into a after / before ..hao wrote:Certainly better!! (The top one, i mean)
Well, my concerns are mostly about this map for Arizona, this one for Urban and this one for Rockies. All of them have complicated mountains, and turned out to be hardly playable with the new renderer. I think they have most of the test cases you'll need (:
I also think that apart from being too blurry, Rocky tileset mountains with current Mangust's textures have one more problem: cliffs and gravel have a very similar texture, they look very alike. Probably just embedding Gerard's cliffs into Mangust's texture set could be really helpful. I think i've told it before. Something needs to be done here as well.
I also wonder how those snowy cliffs work with the new renderer. Wouldn't they be confused with "just snow" terrain (which is passable)?
P.S.Buginator, I'm really thankful for your efforts on this.
Moving to a new renderer is good (well, it's great!), necessary and inevitable, but it should be free of any obvious regressions. And i feel as if artwork is something much more painful for an opensource project than coding (i'm saying it merely as an observer, watching how games like openttd and freeciv evolve, trying to replace original artwork with free graphic and sound sets
)