Author Topic: Textures  (Read 159 times)

Offline MANDOBLE

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Textures
« on: March 22, 2002, 07:59:07 AM »
Are the texures somewhat organized, so different texture maps may be assigned to the same map without awfull effects?

I have no idea about how it works, but if the textures are organized (1 - sea, 2 - coast, 3 - mountain crest, etc) we may have a texture database independent of the maps, and perhaps, even rotating textures instead maps after some resets.

What about textures for:
Desert
Continental-winter
Continental-auttum
Continental-summer
Caribean ;)
Mediterranean
etc

And the list of maps:
islands
scandinavian
etc

And then make any cross reference to have the desired results in the game.

Offline Superfly

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Textures
« Reply #1 on: March 22, 2002, 08:55:38 AM »
Changing seasons is something we've actually thought about doing in the past.  We may get to it one of these days.  Yes, textures are numbered 0-22 I think.  See the terrain editor forum for more info if you want to make your own.  You can only change them on terrains you make though.
John "Superfly" Guytan
Art Director
HiTech Creations, Inc.

"My brain just totally farted" - Hitech, during a company meeting

Offline MANDOBLE

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« Reply #2 on: March 22, 2002, 09:26:58 AM »
Thanks SUPERFLY.
I supposed that textures should have been numbered, my question is, each texture number means the same for any map?

For example, texture 1 for islands map is just a coast with the sea at the left side, so, texture 1 for scandinavia is also a coast with the sea at the left side and so on for any actual or future map with any texture file?

Offline Superfly

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« Reply #3 on: March 22, 2002, 12:51:35 PM »
They can be what you want them to be with a few exceptions.
0-15 all work so that they transition into each other.
16 and 17 only work with texture 2.
18-20 are coast lines and they only transition with 1.

Here is an example of how the textures for SFMA are laid out:
0 water
1 grass
2 grassy rock
3 farm
4 rock
5 forest
6-15 are all transitions
Here's a chart of how the textures transition into one another.
The top row of numbers 0-5 represent the the outer edges of a transition (ie: the farm texture; terr0003 blends into the grass texture; terr0001) The vertical row 0-5 represent the inner part of the transition.
0  1  2  3   4    5
1| x  6  7   8   9
2| x  x  10 11 12
3| x  x   x  13 14
4| x  x   x   x  15
5| x  x   x   x   x
See my explanation in this thread about coastlines.
John "Superfly" Guytan
Art Director
HiTech Creations, Inc.

"My brain just totally farted" - Hitech, during a company meeting

Offline MANDOBLE

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« Reply #4 on: March 22, 2002, 01:11:32 PM »
Quote
Originally posted by SUPERFLY
They can be what you want them to be with a few exceptions.
 


If so then we can't have separate texture maps for any map, unless some standard is published. That is, using Mindanao textures for Scandinavia may end in having the sea in green colours :(

Offline Superfly

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« Reply #5 on: March 22, 2002, 01:41:25 PM »
I think I am confusing you.  :)  They can be whatever you want them to look like be it Scandanavia, Canada, Downtown Los Angeles, pictures people you hate, etc.  You don't have to use any of the textures we've made.
They must be 256x256 pixel 256 color bitmaps.  The exceptions I was refering to are that certain numbers must be coastlines, 0 always has to be water, and 16-17 are special tiles that only transition to texture 2.
Also, there are many people who have tips on how to make the textures.  Just look in the Terrain Editor General Forum.
John "Superfly" Guytan
Art Director
HiTech Creations, Inc.

"My brain just totally farted" - Hitech, during a company meeting

Offline batdog

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Textures
« Reply #6 on: March 22, 2002, 02:06:59 PM »
Bitmaps? Errrr.... this brings a whole new use for porn :p


xBAT
Of course, I only see what he posts here and what he does in the MA.  I know virtually nothing about the man.  I think its important for people to realize that we don't really know squat about each other.... definately not enough to use words like "hate".

AKDejaVu