Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: CptTrips on September 24, 2000, 02:46:00 AM
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Heheh. I've been toying with the textures in the new editor version. Its fun.
Here are some screen shots of some I was working on today. They're not perfect but I think you can start getting an idea of the creativity that will get released.
I may never fly agian, just spend my time playing with the editor. (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif)
http://www.digitalsim.com/pics/AH/ (http://www.digitalsim.com/pics/AH/)
I'm sleepy. (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif)
Wab
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Very cool wabbit, keep it up (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif)
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StSanta
JG54 "Grünherz"
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OH these beach textures are nice (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif)
How did youd do them ? Edit the water textures or the jungle ??
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OK. More annoying texture screen shots.
I'm shelving the "PacOps" texture set for now. Hoping that future editor features will make the coastlines alot easier to do.
Right now I'm working on my "Afrika" texture set. I not finished (still have one more terrain tile type and transitions to complete) but this gives you the basic idea of what it will look like.
One thing I realized is that these textures are a tankers dream. Easy to lose a vehicle down in the ground clutter of the hard scrabble scrub. But they better be careful crossing the open sand dunes. Sitting ducks.
Although I'm not finished, I'm interested in any comments or suggestions so far.
ohh. look here: (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif)
http://www.digitalsim.com/pics/AH/Afrika/ (http://www.digitalsim.com/pics/AH/Afrika/)
Regards,
Wab
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Nice work Wabbit!! (Now you can model a Grand Canyon map...for the hell of it (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif) )
Of course, with the demise of Desert Fighters, you need to make a terrain for stone blocks so you can put the pyramids where they belong in North Africa.
As for historical scenarios, the only thing I haven't seen yet is a good `Tundra' terrain map (Although the grassy rock terrain may be easy to modify for that) so you can make the Kursk map.
Keep up the good work Wabbit!
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How do i edit the textures??
I know how to retexture them with one of my many art programs but i thought the new editor you could do this in. Maybe mine is broke? or do i do a texture and rename it and drop it in the texture folder?
NUTTZ
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i Go to the editor BBS but seams the people who know how to work it that BBS is private and nobody talks in the other ones. I really can do some nice work. Is there anyone that wants to work with me or I can work with? and put one kick bellybutton map together?
NUTTZ
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Nuttz, I haven't seen any questions in the terrain editor forums, or I would have tried to answer them.
I haven't looked at the newest version of the editor yet, but I believe there is a directory that contains the textures.
In the editor there are 6 (I think would have to go count once I'm home) basic textures allowed. You assign each of them (assign "land type" to each area or tile)either within the Editor itself by hand, or with with a pre-processor similar to Ogres.
So like you asked, you would take one of the old textures, edit it or replace it entirely with an art program, but keep the same file name, and then place it back into the proper directory within the Terrain Editor.
Does this help?
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Vermillion
**MOL**, Men of Leisure
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Hmmmm, for Africa, aren't we missing one vital component? uh hum... HT, we getting a P40? (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif)
wink wink nod nod
[This message has been edited by Central (edited 09-27-2000).]
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Hey Wab grat work !!
Dunno if you can use them but here's a page with awesome scenery textures for AW3:
Squirrels Texture page (http://www.mindspring.com/~p38/)
DW6
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WOW! This is gonna rock! (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif) Afrika is my favorite theatre and thos screen shots got me just a tad excited to say the least!
I really wish I had the time to work on the terrains and maybe get up to doing some work like this.
DW6 (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif) I posted Squirrels textures link in the terrain editor board a while agho. He said have at them!
-Westy
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Great work Wabbit! Very nice. (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
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John "SUPERFLY" Guytan - Art Director
HiTech Creations
"Touch my tooter, smoocher!" - Ween
-=HELLFIRE=- SQUAD
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Nuttz,
In the new version of the editor there is a "tex" dir under the "terrains" dir. In there are the 17 numbered bitmaps that make up a terrain.
Tile 0 must always be water. It is treated differently than the other tiles in that it does not currently allow any transition tiles.
Tiles 1-5 are your five basic terrain type tiles. They should be seamless so that they can be repeated without artifacts.
Tiles 6-15 are transition tiles between permutations of the basic five.
Tile 16 is another special case tile that is usually used for snow. It only has one transition (bitmap 17) so it must only border that one other terrain type.
Any of the tiles that you wish to modify must be copied from the "tex" to your particular terrain folder under the "terrains" dir (e.g. for me that would be "newterr"). They are edited there and the editor will automatically pick them up and use them when it loads up that terrain for editing.
Note: There is also an of order precedence between the textures determining which textures blend into which others. If you take note of that and simply follow the pattern established by the original textures you should be ok.
I hope this help you out. The texture editing feature came out after the editor beta was over else we would have added this information to of documentation for your Convenience. If I can be of further assistance, please don't hesitate to ask.
Regards,
Wab
[This message has been edited by AKWabbit (edited 09-27-2000).]
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thanx for the info,, But i have a question... I want to edit the water so i get a beach, so i edit and save as the water file,,,, now lets say i have an atoll, all my water will have a beach on the same side, anyway i can use the same tile but rotate it? Are we limited to the 17 textures? Although i do see 17 textures in the folder, my choices are less that that in the editor. Just bear with these questions, trust me i have a few awsome maps im putting together and the stumbling i'm doing now will be well worth the end product. BTW my maps will be fantasy and the sole purpose it for maximum FUN, so these won't be geographically correct
NUTTZ
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I'm going to move the rest of my questions into the editor folder
NUTTZ see ya's there!
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Great job on both Wab.. very cool!
-SW
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Sundog,
A pyramid was just too cool an idea to pass up. (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif)
http://www.digitalsim.com/pics/AH/Afrika/Pyramid/ (http://www.digitalsim.com/pics/AH/Afrika/Pyramid/)
Thanks,
Wab
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Wabbit you, you, erhmmmmm, Demi-God you!
VERY nice work!
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Maj Ghosth
XO 332nd Flying Mongrels
Scenario Corp, AH Trainer Corp
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Originally posted by Westy:
WOW! This is gonna rock! (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif) Afrika is my favorite theatre and thos screen shots got me just a tad excited to say the least!
I really wish I had the time to work on the terrains and maybe get up to doing some work like this.
DW6 (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif) I posted Squirrels textures link in the terrain editor board a while agho. He said have at them!
-Westy
Westy, all of Squirrel's skins interchange readily with AH textures. They are both 66k files with the exact same dimensions.
Only problem I've had was with water skins, they are fine close up, but get ugly towards the horizion (and pattern lines form at distance)
Land terrains work good but it doesn't quite have the flexability of AW's terrain skin to use the 3 texture sequence (very tedious to do by hand)
Glad Squirrel said Okay too, I was gonna ask him today anyway. I'll post some trail stuff in a bit.
- Jig
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One question on the Pyramid; I currently always do the ctrl-c to turn clutter off, will that turn the pyramid off too, or will I still be able to have it with no clutter?
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When I wanna say this; I throw a <S>ALUTE instead! (http://members.xoom.com/_XMCM/rowgue/stupid.wav)
CyberPilots have bigger Joysticks
<< MILENKO >> (http://pages.hotbot.com/games/davekirk/milenko.html)
ACES HIGH ASSASSINS Website (http://www.cybrtyme.com/personal/hblair/mainpage.htm)
WB/AH ASSASSINS Website (http://members.xoom.com/rowgue/assassins.html)
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Here's some of the conversions I've made...
The images get rather messy around the horizion and the repeative pattern in the water is my next fix. I think the big problems are the textures being 3D (for AW's flat terrain) when they need ot flat to conform to AH's terrain.
http://www.geocities.com/panzerdweeb/desert.jpg (http://www.geocities.com/panzerdweeb/desert.jpg)
http://www.geocities.com/panzerdweeb/hedge.jpg (http://www.geocities.com/panzerdweeb/hedge.jpg)
http://www.geocities.com/panzerdweeb/jun.jpg (http://www.geocities.com/panzerdweeb/jun.jpg)
http://www.geocities.com/panzerdweeb/jun2.jpg (http://www.geocities.com/panzerdweeb/jun2.jpg)
http://www.geocities.com/panzerdweeb/pacice.jpg (http://www.geocities.com/panzerdweeb/pacice.jpg)
http://www.geocities.com/panzerdweeb/pacsea.jpg (http://www.geocities.com/panzerdweeb/pacsea.jpg)
http://www.geocities.com/panzerdweeb/windysea.jpg (http://www.geocities.com/panzerdweeb/windysea.jpg)
http://www.geocities.com/panzerdweeb/winter.jpg (http://www.geocities.com/panzerdweeb/winter.jpg)
- Jig
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NICE!!!
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Thx Wabbit!...That looks Great!...Now, about the Sphinx.... (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif)
Well done!
SD
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Milnko,
>One question on the Pyramid; I currently
>always do the ctrl-c to turn clutter off,
>will that turn the pyramid off too, or will
>I still be able to have it with no clutter?
Uhmmm the pyramid is a piece of the terrain. So no its not effected by the clutter setting. Basically, the engine treates the pyramid the same as a mountain. Actually, it is just a funny shaped mountian with a funny texture. (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif)
Regards,
Wab
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I got the old Hi-rez shimmer in 10 bears arena. But by luck, this makes the water look like it is moveing. Very realistic.
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Ah thx for that Easy-Mo..
Yeah got Aheditor92 on Saturday and worked on textures through the weekend
heres screenshot of A1 tower overlooking Manila
http://www.digitalsim.com/pics/AH/10Bears/luzon.jpg (http://www.digitalsim.com/pics/AH/10Bears/luzon.jpg)
As you can see these were "stolen" from Squirrel from AW.. I took farmlands from a Vietnam airiel photo showing rice paddles sugercane etc. to show agg in Phillipines
I replaced "rock" tile with "whitewater" then all the assocation tiles ie: rock meets forest, rock meets farmland, rock meets grasslands... This made the effect of "coastline" and works all the way around the islands.
Finally I made "snow" Urban... (its really a photo of part of Seattle) I used the tool in Paintshop pro.. oh.. whats it called.. the one that transfers part of one picture to another.. to add the same color trees, grass, rocky grass to parts of the city tile.. Easy Mo said the city tile was too bright .. but jury is still out on that (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
Apache put "Luzon" on his page I thank him.. Ya'all have a look for yourselfs http://home.earthlink.net/~bkapache/Screens.htm (http://home.earthlink.net/~bkapache/Screens.htm)
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>I got the old Hi-rez shimmer in 10 bears
>arena.
I ran into that same problem. Heres the problem:
The shimmering you see is an artifact caused by high frequency detail in your image. The only solution currently is to essientially apply a low-band filter to the image. Reduce contrast, smooth out detail. Frankly, that seems insane to me. There is no way I'm going to intentially throw away high contract detail in my texture.
I think the real answer here is to add mip-mapping to the graphics engine. Mip-mapping basically takes your high detail bitmap and creates X number of progressivly smaller "low-band" copies of the original image. These low-band copies are applied to polys futher out from the viewpoint to avoid aliasing artifacts (shimmering) while maintaining the hi-res, hi-contrast detail in your up close textures. I assume that AH has Direct3D IM somehwere as its base technology? I believe that D3D natively supports mip-mapping. It would IMHO, be well worth the effort to utilize it.
Regards,
Wab
[This message has been edited by AKWabbit (edited 09-29-2000).]
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Jigster, those look awesome. I see what you mean about the patterns and how it's going to take some playing. But the first Jungle texture looks surreal! And the Hedgerows look very, very nice!
One thing I was curious about is what altitutde do those screen shots have you at? Like Pac ICE looks a bit like being a few feet off water with a high sun glint content. If I imagine I'm at 15k there's too much ice.
But it's a great start! (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif)
-Westy
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Where's a Hurricane IID when you need one? (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
Actually, attacking AH panzers up close with the D could be a painful experience...
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No need to add it wabbit, Almost all newer cards let you setup mip mapping and then do it automaticly.
HiTech