*Team Avalanche: WMRP(WorldMap Retexture Project)*

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the sand could use a bit more noise, in the monochromatic ranges, some darker speckles n some lighter ones
 
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.

And this mod will have absolutly no effect on any towns, encounters, ports, caves, or anything else on the world map.  All it does is swap the old textures for new ones, everything else functions as before.

lee
 
I think that the Corel desert has always been quite rocky (this is certainly the case in the Corel prison, but maybe not in the Ruby Weapon fight); I think that in a lot of deserts there's more bare rock than sand dunes.

And also:

Its already quite grainy if ya ask me....  :lol:
 :-D
 
Untitled.jpg

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?
1344500293_fd1e040ab9_o.jpg
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.

Also, the desert floor is the same texture as the transitional one, you just can't see the detail from where I was at.

lee
 
Not to be overly critical but it looks like clouds. Need to add some grain to that texture
 
desert.jpg


i had the same idea you did hermoor.  I created this 2 days ago, but it looks terrible ingame.  To much contrast between light/dark, even though it does look like sand.  I'll keep working on the new one and hopefully i can make it a bit better.

lee
 
there is too many noticeable light/dark areas, it'll tear ingame. releif has to be done through noise, or very subtle base color variations
 
Tremendous amounts of noise would probably not look bad in something already as gritty and messy as sand.
 
Amazing...I' ll take back what I said eariler..this is a Seriously Sandy issue..


You got me at:
Untitled.jpg

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
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 ....
The actual sand ingame is kinda blotchy...So it may have been rocky sand dunes. or similar to a beach type..
 
sand is finished for the most part.  I went for a more subtle effect on the movement of the sand.  It's noticable ingame but not obnoxious like the original was.  Also, no lag from using 4 PNGs to create the animation either!
Image1-5.jpg


I also caught a big error i had made in a few old textures as well.  I had been upsizing everything by x8, but had only gone x4 on a few big terxtures.  Once i fix them it should solve all of the mismatching problems i've been having.

lee
 
pyrozen, I must say I very impressed with your work. It really breathes new life to that old pile of polygons. Very good job, and looking forward to see the final result.
 
Is it only me, or has that desert increased a bit in size. It looks much bigger. But it looks awesome as well!! :-D
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 around
 
it 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.
 
it 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.
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 beta
 
sounds 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
 
Lovin the new sand :D

What happened to rocky cliff things that were in there though? I always thought they were small mountains haha
 
sounds 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
Nooooo, if you noticed i have sorted all mine out as well
 
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