T
Timu Sumisu
Guest
the sand could use a bit more noise, in the monochromatic ranges, some darker speckles n some lighter ones
exactly what i was thinking as well. Right now i have a good base texture that i can use for the deserts and beaches. I gotta be very judical in the use of noise though, these already start to look very "static-y" from a distance due to the way the engine renders the world map. So long as i can find a happy medium it should be alright. The original sand i came up with looked great in the editor, but it was too complicated for the game to handle and it just tiled horribly. too many light/dark areas are very noticable once the game applies them to the world.the sand could use a bit more noise, in the monochromatic ranges, some darker speckles n some lighter ones
:-DIts already quite grainy if ya ask me.... :lol:
my original texture looked very similar to this one, and it generated a very noisy pattern ingame. the directional nature of it also made for some areas that stood out very noticably, since they went the opposite direction from the texture surrounding them. I agree that it could look better, but i'm very limited in what i can and can't do with these textures. I would love more detail as well, but it simply doesn't work well without blurring them down.![]()
The transition texture has more texture than the sand. The desert has sand dunes all over. That can be seen from the sky. So maybe you could generate a cloud texture, that would simulate sand dunes?
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I love the transition from grass to sand.. that looks great!
If you want to really simulate the actual animations of a sand..then go look for a real one and put it in a large box and pour it ....![]()
a small shot of the progress on the sand. It's still a bit noisy but it fits nicely with my grass texture. I've still got to do the animated portion, but i have a good idea of what i want to happen there. Hopefully it looks good in the end.
Also, to explain my name the best i can:
I wanted a unique handle that i knew no one would ever think of(i hate that). Basically fire/pyro=chaos and zen=peace. Though costa07's is pretty good too, i never actually though about it that hard. Anyways, I soley owned the name for about 13 years and never saw anyone else have the name.... that is until i found these a-holes....
http://www.pyrozen.com/
bastards even stole my domain! I have no idea if they saw me and took the name.... but i have my suspicions.... bastards
lee
It looks about the same size to me. Its just that when in highwind the game is at a more of a side view angle then when you are running aroundIs it only me, or has that desert increased a bit in size. It looks much bigger. But it looks awesome as well!! :-D
Let me know when you are ready to do a release, even a partial. Ill add it to what we have already and throw up a new betait might be a hair larger than before, but not much more than that. I added the strands of sand to make it seem more natural, and it also makes it seem a bit larger as well.
I also just finished the gound under the golden saucer, it looks much better now.
Nooooo, if you noticed i have sorted all mine out as wellsounds good. I'll have to get all my TEX files together, i havn't really been keeping track of what i have and havn't used. There were also a few TEXs that looked so similar it didn't make sense to have 2 textures, so they both use the same one. I have to figure out how many times i did that :roll:
I ALSO have to go back and redo all of my TEX files since i want the entire world map reconstruction project (now called WMRP) to be located in one folder in /textures, with the various sub-directories underneath it. Will make things much easier to use once more people get the hang of texture injection. We don't want people releasing mods that just dump PNGs into our /textures folder now do we :-D
lee