update Textures

Iceland theater

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Widowmaker
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update Textures

Post by Widowmaker » 2002-05-20, 07:31:00 AM

slowly creating new textures for Iceland
I dived Iceland in 9 sectors
with each 5 heights and about one subregion
per height.

here a first example, of new color settings

http://groups.yahoo.com/group/F4Iceland ... wtext1.jpg

Widmak
Widmak

Widowmaker
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Re: update Textures

Post by Widowmaker » 2002-05-20, 08:19:00 AM

Widmak

ccc
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Re: update Textures

Post by ccc » 2002-05-20, 08:39:00 AM

nice shot... only one olive green tile?

Widowmaker
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Re: update Textures

Post by Widowmaker » 2002-05-20, 09:05:00 AM

quote:Originally posted by ccc:
nice shot... only one olive green tile?
almost, 4 genrically tiled

here another slightly modified
http://groups.yahoo.com/group/F4Iceland ... text2a.jpg

Image

the idea is basically to make 1 set of tiles
(green ones for intstance)
copy them in the texture.bin and make a Lpatch more brownish or more lighter (whatever) for another region
instant new set without having to reproduce a whole new set for every region

Widmak
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Re: update Textures

Post by Widowmaker » 2002-05-20, 11:19:00 AM

here 2 more using same techniques

bright green: ]http://groups.yahoo.com/group/F4Iceland ... text3a.jpg]
patch 2 and 3 combined
]http://groups.yahoo.com/group/F4Iceland ... text3b.jpg]
this way one can easely with the help of CATE region specific generic tiling
after this it is finding out the specific X1 value for fog.

Widmak
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Widowmaker
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Re: update Textures

Post by Widowmaker » 2002-05-20, 03:35:00 PM

last one.. :) http://groups.yahoo.com/group/F4Iceland ... text4a.jpg

:)
sevral actually.

1. a paletta checker:
it should read the texture.bin (or the txt vesion) and read out wich tiles are first in each tilegroup and define the paletta for that group
and then compare them to the paletta of the ohters in taht group
Snakeman and I know this can save lotsa time while adding new tiles to the texture.bin and texture.zip

2. a fartiles.pal creator:
this one should read the paletta of all the first tiles from a tilegroup in the texture.bin delete doubles (some groups have the same paletta) and calculate an avarage paletta
we could further extend this to using L2 anlylizer and avarage by usage on the L2, wich in some ocassions might result in a better fartiles (ODS for example with its current tileset)

I already modified runtiles to a vesion
that gives a group of tiles the same paletta

just some ideas to make tilemakers life easier.

Widmak
Widmak

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