*Team Avalanche: WMRP(WorldMap Retexture Project)*

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i know the tiling messes up traditional seamless textures, which is that the top flows into the bottom and left flows into the right and likewise. however, do the low rez act seamlessly in some way? do different edges match with other edges? would drawing the new textures high rez with the edges matching to the pixel like the originals did work? eg. the dark rocky part is dark to the perfect pixel, and white for the snoy area... would that work or am i wasting time theorizing this? :P
 
that's actually exactly how i create these new textures. 

I enlarge the original, pixel for pixel, to the size i want, and then turn the opacity down to 50% and work underneath it. I match all the dark/light areas as best as i can(wish i had a tablet). I'd say i get within a reasonable tolerance, maybe 2-9 pixels in or outside of the lines in some areas.  What's hard it that you can't tell which areas are supposed to match up, so if it looks bad or doiesn't line up correctly, your stuck recreating the entire layer mask again.

The blur is what causes the edges to misalign, but it usually looks alot better than the snow just cutting right off.  The low-res texture's actually don't blend together well at all, take a look at any mountains ingame, especially near corners.  The low-res, muddy nature of them makes it much less noticable than a hi-res texture.  The mountains near midgar are a perfect example of this.

lee

Image1-13.jpg

here's a nearly direct copy of the rock areas on the stock texture.  It all lines up fairly well, better than anything i've freehanded.  now i just ahve to find a way to make it look smoother.

*nope, any amount of smoothing causes the tiles to be very visable.  It's the blockiness of the stock textures that mask this effect... damn...
 
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make the blur the same on any edge? like, make a blur of the same amount of pixels around each edge of rock/snow. that should compensate
 
any sugestions on which one to use?  I tried using a gauissen at 10 pixels, but the was too much even though it was barely visable.  The tiling popped right out.

The way i made this texture was to lay down the mountain, then the snow on top of that.  I extracted the original rock formation from the stock texture using the magic pen, and pasted a black and white version onto a layer mask on the snow.  That's how i arrived at the current texture.  The alpha layer is easily modified, which lets me see any changes immediatly(after i load it up ingame) and blurring it has no effect on my base snow or mountain textures.

lee
 
if i'm getting this right, your trying to create a blur/smooth transition betwen the snow n the rocks? take a linear white to transparent, however many pixels long you want the transition to be, and put it on the edge of every snow/rock transition that is against the edge of a texture. for the interior just make it looks okay with the rest of the work you did like i mentioned above.

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let me reitterate, use the same linear gradient, paste the same one everywhere.
 
i tried yotu method timu, but still got the same results.  The rock areas don't line up at all, the blockiness is what makes them seem to blend together.

Untitled-1.jpg

I tried to cheat and just use snow on the tops and bottom of the texture.  It looks passable, except for this one stupid spot.  Why on earth would they decide to flip the texture upside down right there, and nowhere else??????????

lee
 
ya it doesnt look bad except for that one spot. its crazy that theres no ryme or reason for that one tile to be flipped. imagine how much of a nightmare it must have been for the game developers to make textures from scratch to fit the engine. Just keep thinking man, how awesome you will make the world map when your finished though...all that hard work will pay off dude
 
unless they made the background fit the textures they had, not the other way around. maybe they just figured that spot looked better with the texture flipped, and went with it (or someone just fudged up and put the texture the wrong way, but since there are many places where the textures are every which way, i am just assuming they fit the game to their textures).
 
Dont look bad besides that spot the one pic before that ain't bad either way better than the original
 
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to bad you couldn't just flip that texture.. anythin in the tex file or some other file that could flip it around maybe?
 
i have no idea how to flip it around.  It's definitly not in the texture, and i don't think anyone around here has the tools or the know how to flip in around on the worldmap.  Someday i suppose.....

lee
 
My suggestion:

Copy the shapes of the brown edges on the original texture... Rescale it to the new size, and draw, on a new layer, the same shapes, but don't follow the exact pixel corners. Follow the implied edges freehand. (if something looks like it should be round, make it round.) But don't use any blur.


Did that make sense? I really think the only way to get a flowing texture is to copy the shapes they originally used. As for corners... well... they didn't bother to make them flow, so you'll likely have to deal with whatever happens there...(by that I mean, "Put up with") OR add geometry to the corners, that you have textured yourself. (But as I don't think map geometry is currently moddable....)

If you could SOMEHOW manage to get the game to read some other file format for 3D map mesh... you could use a new model entirely... but that sounds even more difficult and pointless...(I think Aali is probably the only one who could even attempt it and I don't think he knows much to do with 3D... could be wrong... but I don't think it's his specialty.)
 
If anyone we should probably ask borde, but alas, if we /could/ add geometry, we'd probably just remake the entire map from scratch :P it'd be much faster hehe. except we'd not only need to change the model, but assign boundaries n such
 
we'd probably just remake the entire map from scratch :P it'd be much faster hehe.
dont you even say that! at least let me finish before it become obsolete!

My suggestion:

Copy the shapes of the brown edges on the original texture... Rescale it to the new size, and draw, on a new layer, the same shapes, but don't follow the exact pixel corners. Follow the implied edges freehand. (if something looks like it should be round, make it round.) But don't use any blur.
This is how i made almost 90% of the texture i've redone.  The beaches were a pain, but they only tiled left-right, and never tile top-bottom.  This snow is a major pain. what i've got is passable, but i'm a bit of a perfectionist(at least when it comes to edges lining up) and i may just have to roll with something i'm not entirely happy with.

lee
 
we'd probably just remake the entire map from scratch :P it'd be much faster hehe.
dont you even say that! at least let me finish before it become obsolete!
A. I wasn't suggesting adding new functionality to the map, just using an image plane to cover up bad corners...

and B. this isn't currently even feasible, so don't worry.
 
Well i've finally got something im happy with.  i ditched the original snow pattern because it was clearly gonna be impossible to get anythin i was happy with.
Here's the new snow, i'm very happy with it.  I've gotta blend it with the snow underneath, but you get the idea.
Image1-15.jpg


lee
 
Wow. I got to say, yet another awesome improvement! Good job lee! :-D
 
Image1-16.jpg


got excited and posted the above image too fast.  Here's the snow with a blend. It only took me 5 mins to blend with the snow underneath :D  The ground texture won't line up perfectly with the mountain, but it's still a vast improvement on the original(the right side of the image).  Now i just gotta tweak the contrast to get the dark sides of the mountians and the northern continent will be nearly finished(i already did the forgotten forest).

lee
 
Ah, that looks *much* better :-D

I'm very pleased to see how this is coming along. Usually, people make big plans for big mods but never follow through with them; it would seem that this is not the case for Team Avalanche :-)
 
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