Jump to content
The Dark Mod Forums

Varied terrain texturing. Would this work?


Fidcal

Recommended Posts

After trying the random terrain generator Surfgen that AlumunimumHaste brought up in another thread I was wondering if textures could be made like this (because of course over larger areas they tile horribly because every anomaly is repeated endlessly)..

 

Say you wanted a large grassy area:

 

Create one grass tile

Rotate it and modify the edges so it tiles with the first tile

Repeat so you have 4 versions if possible but at least 2 rotations

 

Modify or create 3 or 4 more somewhat different detail but same type/colour of grass tiles in the same way that will tile with the first.

 

So you finish up with at least 6 variations and at best maybe 16.

 

Name the textures say grass1, grass2, etc.

 

Create the terrain of dozens of patches with the generator and all textured with grass1 in a map file on its own.

 

Create a simple program that will read through the map and randomly replace grass1 with any from the set.

 

So there should be no repeat tiles of the same grass but much more randomness.

 

Or has this idea already been thought of?

Link to comment
Share on other sites

After trying the random terrain generator Surfgen that AlumunimumHaste brought up in another thread I was wondering if textures could be made like this (because of course over larger areas they tile horribly because every anomaly is repeated endlessly)..

 

Say you wanted a large grassy area:

 

Create one grass tile

Rotate it and modify the edges so it tiles with the first tile

Repeat so you have 4 versions if possible but at least 2 rotations

 

Modify or create 3 or 4 more somewhat different detail but same type/colour of grass tiles in the same way that will tile with the first.

 

So you finish up with at least 6 variations and at best maybe 16.

 

Name the textures say grass1, grass2, etc.

 

Create the terrain of dozens of patches with the generator and all textured with grass1 in a map file on its own.

 

Create a simple program that will read through the map and randomly replace grass1 with any from the set.

 

So there should be no repeat tiles of the same grass but much more randomness.

 

Or has this idea already been thought of?

 

You could do this with a texteditor and the find and replace feature or do it manually (which would suck) or use a simple program that replaces the texture for that patch with a random assortment or grass, like grassRandom_01, grassRandom_02, grassRandom_03 etc.

But you would have to make sure that they all tile at the edges otherwise it would look retarded. Are you thinking along the lines of megatexture like Quake 4 had? I'd be interested in seeing the textures used for the map where you get on the terran space ship for the first time, and there's that big outdoor area, might be worth checking out.

 

I heard that Doom 3 had support for MegaTexture but was never used as it wasn't mature enough or something like that.

 

EDIT: Yeah I thought so take a look at this video:

I always assumed I'd taste like boot leather.

 

Link to comment
Share on other sites

A text editor's find and replace couldn't do this except manually one by one. To begin with every texture entry would be grass1. The text editor could only find and replace all that lot with say grass3, it couldn't randomly replace 1 with any value from 1 to 6. But a very simple program can do this no problem. The tricky thing is creating the textur e variations in the first place.

 

I think the megatextures are done a completely different way.

 

Now grass might be a difficult texture to try this on. Stonework or brickwork might be better. It would not be too difficult to take an existing brick texture and re-arrange it internally - well laborious yes but not too hard I think.

Link to comment
Share on other sites

  • 2 weeks later...
After trying the random terrain generator Surfgen that AlumunimumHaste brought up in another thread I was wondering if textures could be made like this (because of course over larger areas they tile horribly because every anomaly is repeated endlessly)..

Don't forget about looking at doing more traditional solutions - tweaking the texture to remove any parts that stand out too much to avoid too noticible patterns (fairly common practice), placing objects and architecture to break up flat areas, use different coloured lighting, and ... usually the other thing you do is another texture layer with an alpha map, or vertex transparency, that only shows parts of it through, for like dirt paths and things, but I think all attempts at getting this working in our mod failed horribly.

 

Your idea sounds interesting, just don't know about putting code time into a feature like this, open areas of any sort are not a huge focus in this kind of game, maybe a game like FarCry or Crysis ... :)

Link to comment
Share on other sites

  • 1 month later...

There would be a performance impact in doing this; instead of a multi-poly surface in a single texture being rendered in one draw call, you would have sixteen different subsurfaces, each of which would have to be rendered separately.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 4 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
×
×
  • Create New...