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Thread: New environments ~ first images...

  1. #1

    Default New environments ~ first images...

    New environments ~ first images...

    I have started on new terrain and features, I am still finding out how it all works so I will show you stuff as I learn. Below are screenshots of new bridges and water textures….




    Last edited by Amorphos; September 01, 2009 at 04:45 PM.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  2. #2

    Default Re: New environments ~ first images...

    Wow, that looks great! Definitely an improvement. Good job, Quetzal.
    Make America great again!

  3. #3

    Default Re: New environments ~ first images...

    Thnaks, I just need to find out how to do the same with grass and trees etc.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  4. #4
    ROFL Copter's Avatar Vicarius
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    Default Re: New environments ~ first images...

    Thats pretty neat. Now see what else you can do!

  5. #5

    Default Re: New environments ~ first images...

    The buildings shouldn’t be a problem so I will try them next, screens in a few days.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  6. #6
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    Default Re: New environments ~ first images...

    Cool!

  7. #7

    Default Re: New environments ~ first images...

    Quote Originally Posted by Quetzalcoatl View Post
    Thnaks, I just need to find out how to do the same with grass and trees etc.
    If you're going to redo the ground textures, then maybe this could be helpful



    It's a test I did together with Muizer for RTR... To see how the textures are located on the battle map and to what degree they are stretched out and such.

    The ground texture we used to get this, is a simply circle:


    Now you might think "how do you get those large and small circles?

    Well... That's a feature of RTW to systematically destroy all ground textures you design, no matter how detailed they may be... (assuming you wanted to use your texture library )

    This means that making the ground textures more detailed is not just a matter of replacing the texture with a new one, like you can do for buildings...


  8. #8

    Default Re: New environments ~ first images...

    that’s clever thinking! Judging by the size of the units there, I would think that 1024pxls may be required to get good detail?

    That's a feature of RTW to systematically destroy all ground textures you design, no matter how detailed they may be...
    Interesting, so how do you get around this? I presume its done to blend the textures in? don’t tell me ~ I have to use the hex editor *gasps*, can it not be done by overwriting vanilla texture files and resizing them?


    thanks mate
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  9. #9

    Default Re: New environments ~ first images...

    LoL - we have no solution to this yet either

    CA probably did this to avoid a "tiling" effect... were you can clearly see blocks of textures...

    We only have some theories... Like having "anti-textures".

    Because what seems to be happening is that they paste a lot of small circles next to each other. And then place extremely in size increased texture with a ±50% see-through on top of that. So if we somehow find a way to get textures in such a way, that the original texture appears when the second stretched-out circle is added on top of it...

    Increasing ground textures to 1024px seems to be helping already as well... But it still isn't the way it ideally would be... And increasing textures to 1024px or maybe even 2048px is a serious hit on the games performance...

    But if you may know a solution, please shout... It would give huge new possibilities regarding the look of the battle-map...

  10. #10

    Default Re: New environments ~ first images...

    Increasing ground textures to 1024px seems to be helping already as well... But it still isn't the way it ideally would be... And increasing textures to 1024px or maybe even 2048px is a serious hit on the games performance...
    Yeah I noticed a difference just using 512 pxl tiles. i feel there is a better way somehow.

    I am wondering if they use the same texture for the small circles as the large ones, there is a folder called mottling with 2 files mottle1.tga and mottle2.tga. This may be used as an overlay of some kind, or to denote how textures are spread around.

    The arial map files are for the camp map-yes?

    I will play around see if I can find any tricks.


    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  11. #11
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    Default Re: New environments ~ first images...

    Quote Originally Posted by Quetzalcoatl View Post
    The arial map files are for the camp map-yes?
    yes, they are.

    @PatricianS, did you try different settings(medium-high) for the ground?
    i just noticed when playing a battle that the ground was really tiled,

    Spoiler Alert, click show to read: 


    that was on medium.
    when i switched to high i got this,

    Spoiler Alert, click show to read: 


    so perhaps it doesn't overlay on medium settings for ground types

    edit; nice new bridge textures btw
    Last edited by Maяcel; July 01, 2009 at 12:34 PM.
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  12. #12

    Default Re: New environments ~ first images...

    Quote Originally Posted by Maяcel View Post
    yes, they are.

    @PatricianS, did you try different settings(medium-high) for the ground?
    i just noticed when playing a battle that the ground was really tiled,

    Spoiler Alert, click show to read: 


    that was on medium.
    when i switched to high i got this,

    Spoiler Alert, click show to read: 


    so perhaps it doesn't overlay on medium settings for ground types
    Hmm... interesting find!!

    I'll try to see what the differences are when using that circle

  13. #13

    Default Re: New environments ~ first images...

    Nice find idd ! And is that mod Iustus Bellum ?

  14. #14
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    Default Re: New environments ~ first images...

    Quote Originally Posted by PatricianS View Post
    Hmm... interesting find!!

    I'll try to see what the differences are when using that circle
    cool, this was actually the first time i noticed there is a difference between the settings


    Quote Originally Posted by KingTheoden1 View Post
    Nice find idd ! And is that mod Iustus Bellum ?
    no, its from a secret mod
    DESARC92 / Product Design
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  15. #15

    Default Re: New environments ~ first images...

    Hi marcel, and thanks

    Those ground types show some repeating patterns but the detail is nice. Good find, hope it works.


    btw what size tiles did you use?
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  16. #16
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    Default Re: New environments ~ first images...

    those were the vanilla textures, so original size
    DESARC92 / Product Design
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  17. #17

    Default Re: New environments ~ first images...

    So it isn’t the tile size but the overliad tiles that make a difference ~ that blur the detail?
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  18. #18

    Default Re: New environments ~ first images...

    Yea, they stretch out the texture overtop of everything with transparency to help hide the bad tiling effects. Good textures still help though.
    RIP Calvin, you won't be forgotten.

  19. #19

    Default Re: New environments ~ first images...

    You can get rid of the bad tiling effects by removing repeating patterns [I noticed this with the water tiles [which show clearly as I made them]. The problem is that the lower the quality the more patters appear to repeat.
    Formerly quetzalcoatl. Proud leader of STW3 and member of the RTR, FATW and QNS teams.

  20. #20

    Default Re: New environments ~ first images...

    RTW already uses pretty good textures in some cases... Like this one:

    Shrub:


    However, most are not that good at all...

    And the size is way to small (like Q already mentioned)... As you can see in the circle ground texture, the unit is very small compared to that small circle-texture. Not to mention the even bigger texture...

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