Tile textures

Discussion about everything. New games, 3d math, development tips...
VeneX
Posts: 228
Joined: Sun Nov 30, 2003 3:32 pm
Location: The Netherlands
Contact:

Tile textures

Post by VeneX »

Does someone have a link to a site with repeatable texture tile's of grass and hopefull many others. I am now creating a huge isle but there has to be grass and other stuff that makes it much better in graphics.
Visit my website @ www.venex.be
Plethora project will be added to the site
AMD AthlonXP 2600+, 512MB DDR, Radeon M10 (mobile 9600) PRO 64MB, WinXP
VeneX
Posts: 228
Joined: Sun Nov 30, 2003 3:32 pm
Location: The Netherlands
Contact:

Post by VeneX »

Just another question why is Irrlicht using addCameraSceneNodeFPS?
It is CameraFPSSceneNode in the sourcecode...
:? I think it is just another stupid question.. Sorry
Visit my website @ www.venex.be
Plethora project will be added to the site
AMD AthlonXP 2600+, 512MB DDR, Radeon M10 (mobile 9600) PRO 64MB, WinXP
VeneX
Posts: 228
Joined: Sun Nov 30, 2003 3:32 pm
Location: The Netherlands
Contact:

Post by VeneX »

I have founded it
You can find nice textures here:
http://astronomy.swin.edu.au/~pbourke/texture/brick/
Visit my website @ www.venex.be
Plethora project will be added to the site
AMD AthlonXP 2600+, 512MB DDR, Radeon M10 (mobile 9600) PRO 64MB, WinXP
[dx/x]=HUNT3R
Posts: 271
Joined: Sat Aug 23, 2003 5:52 pm
Location: Hurricane Central, Florida

Post by [dx/x]=HUNT3R »

they've got some pretty cool textures on there...
VeneX
Posts: 228
Joined: Sun Nov 30, 2003 3:32 pm
Location: The Netherlands
Contact:

Post by VeneX »

I have modelled a landscape of 1 km x 1 km. How to put a texture on it? I can't use milkshape (I have created a texture of 1024 x 1024) because you can count the pixels when you do that :(
Visit my website @ www.venex.be
Plethora project will be added to the site
AMD AthlonXP 2600+, 512MB DDR, Radeon M10 (mobile 9600) PRO 64MB, WinXP
Guest

Post by Guest »

with easy gean is a terrain editor
VeneX
Posts: 228
Joined: Sun Nov 30, 2003 3:32 pm
Location: The Netherlands
Contact:

Post by VeneX »

allright I have made a nice level with this wonderfull program, but I have a .map file now. I am not experienced in making pk3's but I think the map has to be compiled to a bsp, how to do this without installing qradiant or something, just a small program...
Visit my website @ www.venex.be
Plethora project will be added to the site
AMD AthlonXP 2600+, 512MB DDR, Radeon M10 (mobile 9600) PRO 64MB, WinXP
VeneX
Posts: 228
Joined: Sun Nov 30, 2003 3:32 pm
Location: The Netherlands
Contact:

Post by VeneX »

For tile textures you can use

Code: Select all

scene::IAnimatedMesh* mesh = smgr->getMesh("terrain.ms3d");
	
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.008f);

	scene::ISceneNode* node = 0;

	node = smgr->addAnimatedMeshSceneNode(mesh);
	node->setScale(core::vector3df(75,75,75));
	node->setPosition(core::vector3df(0,-500,0));
	node->setMaterialTexture(0,	driver->getTexture("grass.jpg"));
	node->getMaterial(0).EmissiveColor.set(0,0,0,0);
The only problem is that the textures look good near the camera but when you look further the texture will be split (ugly) up in blocks. As shown here:

Entire overview (blocks):
Image
A bit nicer on the floor:
Image


Strange bug or something...
Visit my website @ www.venex.be
Plethora project will be added to the site
AMD AthlonXP 2600+, 512MB DDR, Radeon M10 (mobile 9600) PRO 64MB, WinXP
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

It's an optical effect.

usually, what u do to make tiling textures, is use lots of photos, and tweak them a lot, make many layers, do feathered selections and hitting del to remove feathered chunks, copy feathered chunks of one side and for example top, and paste/clone in the opposite side (the other side, and bottom (when clonning top area of the tile)) Your main point is:

making it seamless (i have several tile checking tools) so it must match the sides and top-bottom. Usuallly as I said, cloning -well and mirroring horizontal or vertical (if it's left-right sides, or top-bottom)-

Also, you need to do it with much feathers, using quick mask so the cuts are integrated in the tile...each portion of photo must be in different layer...each layer should have a mode..like multiply, overlay, etc..well all this is in Adobe 7... There are thousands of tricks and ways I can't explian in a whole thread..

And the repetitive effect, will happen almost always when u get far with the camera.


Only thing is: see like that texture while is good, it still has some too "isolated" and characteristic points. Try to make it much more uniform. Not kill the detail, but try that some parts don't come up above the others, don't bring attention. That's the key. Uniformity, and seamless. of course, do like me, I have a digital camera...if I had the textures from my work, and would be allowed to give it, I'd pass them.. :(


I prefer to make this way my textures, but when in a rush, and doesn't mind how much does it matter, I use things like HarmTile (seamless tile creator, called also stile) or that great new thing, Texture-editor. In a hurry, can't pass u now the links, if inetrested I'll dig for you them later.

BTW, ready-made textures : Lemog. Dig for that one with googles.

Lemog free textures, the link must come quick.

It's really good.

For photos, available free for those not having a digital camera (anyway, one witha macro a big zoom is needed, and now a bit how to use it) u can go to mayang.com they have lotsa a photos for free, and are damn high resolution, outstanding really, go there.

Now. :)

Lemog ones are quite ready to use and good. Though I prefer my own style.


hope it helped.

ps: also, remember you'd mix with other textures ina terrain, like mud, sand, sand-grass, mud-sand, rocks, etc...

The engine, sometimes -dunno if irllitch, am only an artist- can blend textures. Several textures belneded...the artist would give you a feathered texture in the borders, -so, need extensive use of the tga alpha channel, or at least , png transparency, tga some how I rely more on it..- that's kickass solution to make an outstanding non repetitive terrain..
even for walls! in an fps...then u can use dirt aplha maps, to make it less repetitive, as u put those over the tiles....

An old trick is use a quad, textured, with alpha...but u throw at least 2 tris more there, and sometimes, lighting problems, or...engine problems with "too near" polygons (wall-alpha quad with the % transparent tga)


Anyway, Those leaves, though, need to be non so isolated, covering all more uniformly, doing it other way. Is a trial an error proccess. I'll see to giv elinks to a seamless viewer later..


anyway, for a large field texture covering it all like a football land, I'd use much a uniform texture. From a distance is seen as almost plain color, like football lands, in the near, still there's the detail.
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

ouch, when i write fast, I don't make sense...it's not my language, -english- so it sounds even worse...


Well, what the heck. Can't teach how to make a game texture just writting in a reasonable time. Go here instead and grab any free one (let the big image load, and then at the bottom right corner, where the graphic says "3d textures" , clicke there. A new window will open where u can browse textures. Ther ARE grass textures. ):

http://www.lemog.fr.st/


A QUICK ADVICE:

what u need is surely in these sections at the left menu u'll see in that window: sols/terre something (it's in french I just deduce th emeaning...)
(very good mud and sand, earth terrains, quite good and...seamless! I thnk is the dream for anyone who cannot afford time to do them. I wouldn't but mainly I prefer usually t omake my own.)

I have checked and they seem to be pretty seamless. Download several, be geneorus on that, as u can later mix them, and do the blending of several textures, alternating them, etc, like in real life. That way will all look more real and better.

You have lots very valid and good there...hmmm...preeeety good, some. :)
And at very good res.

Take care; some mayl be tileable side to side only, but u'll see it even before checking.



oh, woah...check "NATURE" section



...it's long time since was there...hmm...may I have used more than one while er..certain short period.

several of them makes me thing of maya paint effects..a tool that lets u paint with geometry, but very well and cleverly used. The result is quite real and...seamless.

I think for all of you it has lots of interest. As I see it, and being them free, you fill all your worlds with them , so not depending on artists for that :)

I'd at least go and try to mix em with photos (as then they becoem to be more unique, not the same everyone has ;) ) or whatever, but maybe for a base grass , I'd use as is...As it's harder to get one of those not with that optical effect showed above...
VeneX
Posts: 228
Joined: Sun Nov 30, 2003 3:32 pm
Location: The Netherlands
Contact:

Post by VeneX »

Allright thanks for the information. But there are two things.

The first: the texture IS a seamless texture, it is the kind of rendering whitch makes it weard, close to the camera the texture fits nice in eachother.

The second: you said
ps: also, remember you'd mix with other textures ina terrain, like mud, sand, sand-grass, mud-sand, rocks, etc...
Can anybody tell me how to do that in the code?
Visit my website @ www.venex.be
Plethora project will be added to the site
AMD AthlonXP 2600+, 512MB DDR, Radeon M10 (mobile 9600) PRO 64MB, WinXP
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

hmmm..

I already understood that. I actually know it is seamless (was telling too quickly the way i make seamless textures, maybe is of some use to some people)

But as well as the seam is ok, it doesn't mean it will work.

What I mentioned is that you have to avoid in your texture very "characteristic" things. the leaf shapes are poppin up too much. If it were all covered by leaves, or the leaves where same color than grass, or more similar, when looking at the distance, you don't notice it so much. Trust me, is rendering ok, is an optical effect. A weird one that I know too well. The only key, is -besides doing seamles as you did- do textures more "uniform" (with no isolated parts popping up so much among others), and what you are asking now, that is, blend textures.

You have a way to do it with just tga (no need of nothing special in code) that is what i told you, using quads of 2 triangles, which you texture with a TGA that has an aplha channel so that it feathers in the borders. Ver slightly. thi sway, you actually "blend" textures over your terrain. Actuall you add to tris here and there, but hey...They must be REALLY near so that they don't throw shadows seen weird when the camera is near.

By code I suppose it'd be multitexturing, but I was told by a friend that's damn hard to code thing.
VeneX
Posts: 228
Joined: Sun Nov 30, 2003 3:32 pm
Location: The Netherlands
Contact:

Post by VeneX »

Why not blending: I hate undetailed textures, like just pixels.
When I use a more simmular texture like only ONE color it is still cut in parts.
Visit my website @ www.venex.be
Plethora project will be added to the site
AMD AthlonXP 2600+, 512MB DDR, Radeon M10 (mobile 9600) PRO 64MB, WinXP
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

argh...then....someone told me that could happen with mipmapping...but can't remember...you know, is coders stuff.. ;)
Tyn
Posts: 932
Joined: Thu Nov 20, 2003 7:53 pm
Location: England
Contact:

Post by Tyn »

It could also be telling you that you should use a bigger texture. I've worked on a couple of smallish projects ( like mods ) doing a few textures, there's usually a size for how far you are planning to be able to see with the camera. E.G. you would probably need a bigger texture for a top down 3D game, but there's the bonus that you can just streatch a smaller texture file to the size and you don't even notice. Fog hides a surprising amount as well :)
Post Reply