Author Topic: Coastlines  (Read 1170 times)

Offline jihad

  • Nickel Member
  • ***
  • Posts: 356
Coastlines
« on: November 08, 2000, 09:10:00 PM »
 10Bears,can you write out how you got the coastlines to work in your Luzon terrain? I have my beach texture done but cant get it to work correctly,any help would be appreciated.  

Offline flakbait

  • Silver Member
  • ****
  • Posts: 867
      • http://www.worldaccessnet.com/~delta6
Coastlines
« Reply #1 on: November 09, 2000, 07:24:00 AM »
As a stab in the dark, I think I know how he did it. He matched the coastline texture with the water texture. EG: create 3 textures with land on them, and paint part of your water pattern on each. Put the two side by side and they look seamless. For the reef, he added lighter areas on the water texture and laid that down as a seperate texture. That way the reef and water textures lined up right.

Tedious, but it works.




------------------
Flakbait
Delta 6's Flight School
"My art is the wings of an aircraft through the skies, my music the deep hum of a prop as it slices the air, my thrill the thunder of guns tearing asunder an enemy plane."
Flakbait
19 September 2000

Offline Snoopi

  • Zinc Member
  • *
  • Posts: 56
Coastlines
« Reply #2 on: November 09, 2000, 02:50:00 PM »
I have textures that 10bears gave me to play with. ( actually to try get them too "seam" better  LOL)
When I get all my software reinstalled later, I will take a look and let you know.
Flakbait has the right idea.
If I am not mistaken, I did notice that some of 10bears textures had tranparency.

I spent 15 years doing broadcast 3D and the technique should be the same as in the software I used, but I may be wrong.
Hence I have to take a look at the way the editor deals with textures first.

LOL between studyingfor an Oracle certifcation upgrade exam and learning Java and building a Christmas display for a shopping center I wish there was more hours in the day.  :P

Offline LLv34_Camouflage

  • Gold Member
  • *****
  • Posts: 2189
      • http://www.virtualpilots.fi/LLv34
Coastlines
« Reply #3 on: November 09, 2000, 09:40:00 PM »
Here's how the AH textures work in principle:

There are two kinds of textures:  Base textures (grass, forest, sea, etc) and transition textures (grass/forest, grassy rock/farm, etc).  

Each texture is divided into 4 triangles.  When two different base textures are side by side, the "edge triangle" will be substituted by one of the transition textures so it looks smooth.  

Here's how it works:

 


Download my EAW textures for AH to see how I've done the transitions.  They're worth looking into.    

You get more lively landscape if you make each "triangle" of the transition textures slightly different.  But make sure that they tile with the corresponding base texture!

Look at the following pic and especially the different way the forest interacts with the grass.  There are small forest patches as well as ponds.

 

Here's the link to the EAW textures: http://bbs.hitechcreations.com/smf/Smileys/default/Forum55/HTML/000080.html

I hope this helps!

Camo

------------------
Camouflage
XO, Lentolaivue 34
 www.muodos.fi/LLv34

Brewster into AH!

"The really good pilots use their superior judgement to keep them out of situations
where they might be required to demonstrate their superior skill."
CO, Lentolaivue 34
Brewster's in AH!
"How about the power to kill a Yak from 200 yards away - with mind bullets!"

Offline Snoopi

  • Zinc Member
  • *
  • Posts: 56
Coastlines
« Reply #4 on: November 09, 2000, 11:07:00 PM »
Thanks for info Camouflage !

Is that in the doc file ?
I haven't looked at it since I don't own MS Word.
I wish HTC would make all the doc files Word 6.0 so that Wordpad would open them correctly.

Regards,
Snoopi

Offline 10Bears

  • Silver Member
  • ****
  • Posts: 1509
Coastlines
« Reply #5 on: November 09, 2000, 11:52:00 PM »
Ahh sorry I was out of town for a couple of days.. I used the "Rock" element for white-water.. then all the assocations to white-water..
 Used the default textures in the "tex" folder as a guide for the assocations
10Bears

Offline LLv34_Camouflage

  • Gold Member
  • *****
  • Posts: 2189
      • http://www.virtualpilots.fi/LLv34
Coastlines
« Reply #6 on: November 10, 2000, 04:29:00 AM »
   
Quote
Originally posted by Snoopi:
Thanks for info Camouflage !

Is that in the doc file ?

You're welcome!    

No, that info is not in the AH editor doc, atleast I haven't seen this info anywhere.  I found this out when I made the EAW textures and I've mentioned about this in the eawterr readme.  I drew that "triangle" pic last night while I posted.

Here's a few screenshots SAW posted yesterday of our H2H session in the Luzon2 terrain.  You can see how the tiling works in these pics.

     
 
           

In the upper pic, you can see how the forest's edge is quite visible.  The transition texture could be tweaked a bit.    

I assume the city texture uses the snow texture slot?  Therefore it should have grassy rock adjacent to it, since snow only has a transition texture with it.  Any other base texture type beside it will give a transitionless straight edge, like is seen here.

Here's a clip from the eawterr readme for the texture associations and numbering:

   
Quote
terr0000.bmp Sea texture
terr0001.bmp Grass texture
terr0002.bmp Grassy rock texture
terr0003.bmp Farm texture
terr0004.bmp Rock texture
terr0005.bmp Forest texture
terr0006.bmp Grass within grassy rock texture
terr0007.bmp Grass within farm texture
terr0008.bmp Grass within rock texture
terr0009.bmp Grass within forest texture
terr0010.bmp Grassy rock within farm texture (edited)
terr0011.bmp Grassy rock within rock texture
terr0012.bmp Grassy rock within forest texture
terr0013.bmp Farm within rock texture
terr0014.bmp Farm within forest texture
terr0015.bmp Rock within forest texture
terr0016.bmp City texture (originally snow texture)
terr0017.bmp Grassy rock within city (originally grassy rock within snow)


---8<----8<-----


Some tips:
******

-If you want city textures to your terrain, use the "snow" option
-City must be surrounded by grassy rock, otherwise the transition is not smooth
-Instead of large areas of continous field/grass/rock/grassy rock, mix them together for a better look

Have fun!

If I'm not completely wrong, AH should provide coastline support in the next version, when the navy and a sea terrain are introduced.  I believe it is done by adding a few more textures for sea/grass transitions etc.

Camo



[This message has been edited by LLv34_Camouflage (edited 11-16-2000).]
CO, Lentolaivue 34
Brewster's in AH!
"How about the power to kill a Yak from 200 yards away - with mind bullets!"

RDRedwing

  • Guest
Coastlines
« Reply #7 on: November 10, 2000, 04:41:00 AM »
The problem is that since 1.04 the editor cuts the textures next to a water tile diagonally to create a smoother coastline.

Now if you do what flakbait suggested, i.e. create a beach texture with part of the watter pattern on it you will run into a problem. Everywhere where the editor cuts the beach texture diagonally the texture will look messed up.
You'd need a texture that creates a seamless beach if its cut diagonally (upper right to lower left / upper left to lower right) and of course on all 4 sides.
I'm not good at all at doing textures, but I don't think this would be possible.

[EDIT]
I hate it when I click the Submit button accidentaly...
Anyway:
The screenshot Camo posted shows the only way to get around this problem. He replaced the water texture next to the coastline with a land texture that has the water pattern on it. The editor doesn't cut land textures diagonally so you don't need to worry about that. The backside is that the smoother coastline is gone. IMHO that's not worth it... plus you need 2 texture slots for this, the water replacement texture and the beach one.

[This message has been edited by RDRedwing (edited 11-10-2000).]

Offline LLv34_Camouflage

  • Gold Member
  • *****
  • Posts: 2189
      • http://www.virtualpilots.fi/LLv34
Coastlines
« Reply #8 on: November 10, 2000, 07:30:00 AM »
 
Quote
Originally posted by RDRedwing:
The problem is that since 1.04 the editor cuts the textures next to a water tile diagonally to create a smoother coastline.

...

You'd need a texture that creates a seamless beach if its cut diagonally (upper right to lower left / upper left to lower right) and of course on all 4 sides.
I'm not good at all at doing textures, but I don't think this would be possible.

Great idea!! I think I'll try this myself, maybe it works!      Here's a quick example of how it could work:

   

Of course, the coast shouldn't be that "pointy", but I guess you got the picture.  

[edit] And of course, make all four sides different, so that you get some variation to the landscape.  This is what I mentioned earlier in the thread. [/edit]

 
Quote
The screenshot Camo posted shows the only way to get around this problem. He replaced the water texture next to the coastline with a land texture that has the water pattern on it. [/b]

Yep, this is what 10bears did (not me   ). Luzon is 10Bears' handywork.  The solution he uses with the coastline is a great workaround, until we get the "real" coast textures.  

Camo

[This message has been edited by LLv34_Camouflage (edited 11-10-2000).]
CO, Lentolaivue 34
Brewster's in AH!
"How about the power to kill a Yak from 200 yards away - with mind bullets!"

Offline LLv34_Camouflage

  • Gold Member
  • *****
  • Posts: 2189
      • http://www.virtualpilots.fi/LLv34
Coastlines
« Reply #9 on: November 11, 2000, 07:38:00 PM »
10Bears asked me to post the following:

 
Quote

 
The first one, I've changed terr0004 rock, into white water...

 

 
Next one, terr0008

 

 
terr0011

 

 
and terr0015

 

 
Hope this helps..
10Bears
CO, Lentolaivue 34
Brewster's in AH!
"How about the power to kill a Yak from 200 yards away - with mind bullets!"

Offline Superfly

  • Gold Member
  • *****
  • Posts: 2062
      • http://www.hitechcreations.com
Coastlines
« Reply #10 on: March 05, 2001, 05:12:00 PM »
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
There are also special textures:
16 - snow
17 - snow transition into grassy rock
18-20 beaches*
*see  http://bbs.hitechcreations.com/smf/Smileys/default/Forum55/HTML/000224.html

------------------
"Holy Underwear!"
John "SUPERFLY" Guytan - Art Director
HiTech Creations
-=HELLFIRE=- SQUAD


[This message has been edited by SUPERFLY (edited 03-05-2001).]
John "Superfly" Guytan
Art Director
HiTech Creations, Inc.

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

Offline NUTTZ

  • Silver Member
  • ****
  • Posts: 1818
Coastlines
« Reply #11 on: March 05, 2001, 05:22:00 PM »
heres how they work
7 main tiles...
terr0000 water: ( tiles with nothing)
terr0001 grass: (tiles w/grassy rock/farm/rock/forest)
terr0002 grassy rock: (tiles w/ grass/rock/forest/snow
terr0003 farm: ( tiles w/grass/rock/forest)
terr0004 rock: (tiles w/grass/farm/forest)
terr0005 forest: ( tiles w/grass/grassy rock/farm/rock)
terr0016 snow: ( tiles w/ grassy rock)
those are how and what each main tile will transitional tile with. Once these tiles are made, the rest of the tiles are easily made from a combination of these.

now the transitional tiles are as follows first style is the Main or center of the tile the second is the outside edges of the tile.


terr0006 grass/grassy rock
terr0007 grass/farm
terr0008 grass/rock
terr0009 grass/forest
terr0010 rock/farm
terr0011 grassy rock/rock
terr0012 grassy rock/forest
terr0013 farm/rock
terr0014 farm/forest
terr0015 rock/forest
terr0016 SNOW
terr0017 grassy rock/snow

This is for the Old editor, i don't know how this will change with the new one.

NUTTZ


Offline Sundog

  • Silver Member
  • ****
  • Posts: 1781
Coastlines
« Reply #12 on: March 05, 2001, 08:01:00 PM »
Thanks for the info Superfly! I was wondering how many 'beach' transition tiles there would be   .