Author Topic: HT, Suggestion: More coast line variation with less transitions!  (Read 1142 times)

Offline BlauK

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Howabout if the transitions did not belong to the type of the mile texture, but to the subtype number instead???

There are currently 6 texture types but only 4 subtypes. The transitions between different ground textures are often very difficult to see anyways, but the coast line always stands out.
IMHO, using only 4 transitions and randomizing the subtypes in TE could create much more variation to the coast line.

---

Another suggestion is to allow _a.bmp alpha textures also for the ground textures.... if there was always water showing through the holes.
This way even the subtypes (e.g. in one ground texture set) could be used for manually editing the coast line.. each sub type could be used for each compass direction for adding deeper water areas into land.. like short rivers etc.


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Offline Bogie603rd

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HT, Suggestion: More coast line variation with less transitions!
« Reply #1 on: July 18, 2006, 03:16:31 PM »
Wow.... we definatly need that. Cause for a while I didnt understand why rivers wouldnt connect to the ocean... so being able to bring the ocean up-land would be nice, without those huge 1-sq.mile tiles of water.
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Offline croduh

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HT, Suggestion: More coast line variation with less transitions!
« Reply #2 on: July 19, 2006, 05:12:49 AM »
You can find an example of how to connect river to water here:
http://www.accesswave.ca/~tscott/AcesHigh2-Stuff/

Offline Bogie603rd

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HT, Suggestion: More coast line variation with less transitions!
« Reply #3 on: July 19, 2006, 09:10:13 AM »
Coolio, that would be neat! And, too bad Pearl Harbor doesent work anymore.
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Offline NHawk

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HT, Suggestion: More coast line variation with less transitions!
« Reply #4 on: July 19, 2006, 01:35:17 PM »
Blauk, I've read your post at least 10 times and either my brain isn't working or I may be totally misunderstanding what you're saying but...

Look closely at the ground transitions they are the exactly same as the water transitions depending on which texture is used. Hence the names plb0001 through plb0006.

Transitions are currently based like this (the upper right is terr000x)...


This is the plb to match terr0006...


To base the transitions on the sub-type (010x, 020x, 030x) HT would in effect be giving us 24 textures to work with and we would need 24 plb transition files to match. And I think that would cause a huge rendering load with all of the transitions that would need to take place.

There are ways around the transitions and creating different effects but they are time consuming and require detailed planning of the textures.
« Last Edit: July 19, 2006, 01:49:41 PM by NHawk »
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Offline croduh

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HT, Suggestion: More coast line variation with less transitions!
« Reply #5 on: July 19, 2006, 01:52:09 PM »
Off-topic - when i create a subtile it must be seamless with other subtiles and plb transition.Pfft lotsa work

Offline NHawk

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HT, Suggestion: More coast line variation with less transitions!
« Reply #6 on: July 19, 2006, 02:03:12 PM »
Technically they only need to be seamless with terr000x. The rest would fall in place automatically.

But you're right. That's why I stopped messing with textures for a while. :)
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Offline BlauK

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HT, Suggestion: More coast line variation with less transitions!
« Reply #7 on: July 19, 2006, 03:20:42 PM »
Quote
Originally posted by NHawk


To base the transitions on the sub-type (010x, 020x, 030x) HT would in effect be giving us 24 textures to work with and we would need 24 plb transition files to match.




No.. We would only have 4 textures instead of the current 6. Every texture type would share the same transitions, only the subtype would define which transition texture (of the 4) would be used.

That would mean less variation on total, but much more visible variation.. especially at the coast lines.

But this is really just speculating with an idea. I dont thing HTC will move to direction of less textures. The main point is that current transitions work very poorly, particularly because there are always 2 similar transitions beside each other.

I still think that this idea could be used as basis for possible new transitions system. Why not give us 2x4 textures tied to subtypes. Then there would be 2 sets to choose from.. an automatic set and maybe some custom set which could be used manually in areas needing special attention and details.


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Offline NHawk

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HT, Suggestion: More coast line variation with less transitions!
« Reply #8 on: July 20, 2006, 05:53:06 AM »
Boy, I should have read your post early in the morning. I actually understand what you're saying now. :)

Since shore lines are the main topic, why not use our existing set of textures and have a set of multiple plb files used just for shores? splb000x, splb010x, splb020x and splb030x.
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Offline USRanger

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HT, Suggestion: More coast line variation with less transitions!
« Reply #9 on: July 23, 2006, 11:24:37 AM »
Can plb000x transition tiles be modified and put in the texsrc file?  I ask this because all my maps have squarish corners and I want more realistic rounded edges for islands, etc.
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Offline croduh

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HT, Suggestion: More coast line variation with less transitions!
« Reply #10 on: July 23, 2006, 11:58:54 AM »
Yes! And it makes a big difference when you are looking at it:aok

Offline USRanger

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HT, Suggestion: More coast line variation with less transitions!
« Reply #11 on: July 23, 2006, 12:20:50 PM »
Thx bro!  I never knew that. This will make a huge difference in my maps!
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Offline USRanger

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HT, Suggestion: More coast line variation with less transitions!
« Reply #12 on: July 23, 2006, 05:24:24 PM »
Question: Would I have to make a new plb000x_a tile also?  A quick how-to on this would be most appreciated.
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Offline croduh

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HT, Suggestion: More coast line variation with less transitions!
« Reply #13 on: July 24, 2006, 04:15:45 AM »
Just edit the original 2 files, for an example: to edit the grass transition edit the plb0001 and plb0001_a.

Offline USRanger

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HT, Suggestion: More coast line variation with less transitions!
« Reply #14 on: July 25, 2006, 06:06:38 PM »
How exactly do I get the transition .bmps?  I read somewhere that in the TE, you select a texture then hit Save Texture?  Where does it export to?  Should I be getting .tca files? Cause that's the only thing I can find w/ plb000x after hitting save texture.  If so, where do I send the .tca file to next?
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