Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: Xjazz on March 13, 2008, 05:19:08 PM
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Hi
I was reading the Nuttz's tile creating tutorial, and the Python Image Library (PIL) came to my mind.
http://www.pythonware.com/products/pil/
After some coding I got my experimental 'tile-o-matic' python script working more or less.
(http://warezhouze.1g.fi/Here/Blender3d/pics/pytiler.jpg)
There's still some issues but the general direction seems to be right. The masking method needs some tweaking.
Script with samples
http://warezhouze.1g.fi/Here/Blender3d/AH_scripts/pytiler.zip
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Hi
New version
www.warezhouze.1g.fi/Here/Blender3d/PyTiler10.pyc
All texture files must be in same folder with PyTiler10.pyc script.
Start script and feed in the data
The script will create the seamless texture file (more or less) named as a [source file name]_T.bmp.
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(http://warezhouze.1g.fi/kuvat/Blender_python/PTconsol.png/full)
The 'Source' file is your main tile texture source file.
The optional 'Blend-in' file is by default a 'Source' file but flipper horizontally & vertically. User can define other 'Blend-in' file if wanted.
The optional gray scale 'mask' file is a alpha file, which define how 'Blend-in' file is composed with 'Source' file. User can/should define own default version from 'mask.bmp' file.
At the end a 'Done!' note with report, if needed.
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Cool! Ze more tools, ze better!
<S>
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One of these days you are going to make a script for one-click map making ;)
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One of these days you are going to make a script for one-click map making ;)
:lol
I have been thinking the landmass (.elv file?) generating in Blender with displacement texture painting or with landmass mesh sculpting method.
But first I need to finish the procedural material baked texture tile script
http://www.warezhouze.1g.fi/Here/Blender3d/pics/PMBT.jpg
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Good start XJazz!
There are a ton of things to take into consideration when making seamless tiles. Most of them can't be automated.
Like the dry leaves and the green patch near the bottom in the final image will cause major repetition on a terrain. Those would have to be edited out manually.
For those with photoshop, the offset filter and the healing brush work wonders. :)
I didn't work on this more than 5 minutes so don't laugh. But it shows what I mean...
Leaves present in texture...
(http://www.brewsterbuffalos.com/htc/tile1.jpg)
Leaves removed from texture...
(http://www.brewsterbuffalos.com/htc/tile2.jpg)
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One of these days you are going to make a script for one-click map making ;)
:lol
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One of these days you are going to make a script for one-click map making ;)
No quite yet. When I'm done with the first release of the new tool, you'll probably have to still place Task Groups, bridges, and shore batteries. And click the Roads "Redo Objects". (And if you use them, lay out rivers manually).
But the rest is read from a terrain layout control graphic, a heightmap, and a script file.
<S>
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NHawk
You are absolutely right. My code idea is more like a 'Lets see what's the outcome from these...'.
A suitable source tile preparing surely requires a good plan, artistic eye and skill with the 2D tools to get intent outcome.
Ghastly
Now that will be a some piece of code.
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Hi
The PyTiler 1.2 is out.
Readme
http://www.warezhouze.1g.fi/Here/Blender3d/AH_scripts/PyTiler12_readme.txt
PyTiler12.zip
http://www.warezhouze.1g.fi/Here/Blender3d/AH_scripts/PyTiler12.zip