world_setup:appearance:terrain
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world_setup:appearance:terrain [2020/02/02 05:50] – [Texturing the terrain] mit | world_setup:appearance:terrain [2020/02/02 06:17] (current) – [Landscape texture generation + 'Pattern Maps'] mit | ||
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There are tools available publicly for generating heightmap images, and you can find lots by googling. If you've got a decent paint program you can use lightening/ | There are tools available publicly for generating heightmap images, and you can find lots by googling. If you've got a decent paint program you can use lightening/ | ||
- | ==== Texturing the terrain ==== | + | ===== Texturing the terrain |
- | So here's where it starts getting a bit tricky. The simplest option for texturing is just to put a little grass texture over every tile.. the world looks a bit bland but its nice n easy. This is usually the default setup. | + | So here's where it starts getting a bit tricky.. Making nice looking landscapes takes some effort.. |
+ | |||
+ | ==== Basic tiled landscape textures ==== | ||
+ | |||
+ | The simplest option for texturing is just to put a little grass texture over every tile.. the world looks a bit bland but its nice n easy. This is usually the default setup. | ||
If you wish, you can then add other textures (like roads, beaches, muddy areas) by creating textures and ' | If you wish, you can then add other textures (like roads, beaches, muddy areas) by creating textures and ' | ||
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==== Landscape texture generation ==== | ==== Landscape texture generation ==== | ||
- | Next option, if you don't want to spend all that time making textures and laying them out nicely on your world, is to let the game engine generate your textures based on the landscape. The principle here is that you specify a range of textures (usually 4) that are applied and blended at each tile based on its height position. Standard method here is you say, for instance, anything over height 200 gets the snow texture, anything over height 150 gets rock, anything over 50 gets grass and everything else gets sand. The game renderer uses these 4 textures and the rules about height to blend textures together and generate a landscape that looks pretty realistic without much effort. The downside to this technique is that you have no control of what the landscape looks like other than the height. (You can, theoretically, | + | Next option, if you don't want to spend all that time making textures and laying them out nicely on your world, is to let the game engine generate your textures based on the landscape. The principle here is that you specify a range of textures (usually 4) that are applied and blended at each tile based on its height position. Standard method here is you say, for instance, anything over height 200 gets the snow texture, anything over height 150 gets rock, anything over 50 gets grass and everything else gets sand. The game renderer uses these 4 textures and the rules about height to blend textures together and generate a landscape that looks pretty realistic without much effort. The downside to this technique is that you have no control of what the landscape looks like other than the height. (You can, theoretically, |
+ | <note tip> | ||
+ | For more details on how to control the auto-generation system, see the [[reference: | ||
==== Landscape texture generation + ' | ==== Landscape texture generation + ' | ||
- | The most recent option, as used on the recent worlds I've run for A tractor, is to combine the heightmap based generation of landscape with a secondary global image (referred to as a ' | + | The most recent |
This secondary ' | This secondary ' | ||
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There is a serious techno-art-gamedev skill to be developed in the creation of these assets and I've personally found it quite interesting working out how to make them. You may find better methods and I wouldn' | There is a serious techno-art-gamedev skill to be developed in the creation of these assets and I've personally found it quite interesting working out how to make them. You may find better methods and I wouldn' | ||
+ | <note tip> | ||
world_setup/appearance/terrain.1580644217.txt.gz · Last modified: 2020/02/02 05:50 by mit