Aquapedia (also the CTP)

Working on new maps for Multiwinia? Discuss!

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The GoldFish
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Aquapedia (also the CTP)

Postby The GoldFish » Wed Jul 30, 2008 2:47 am

HOORAY THE AQUAPEDIA o_o

>>> AQUAPEDIA <<<

What is the Aquapedia? Well I'm glad you asked! The Aquapedia is an extention of Operation Aquarelle's listings of screenshots of all the terrain textures I was putting together. Since the CTP (Community Texture Pack) is pretty much sorted now, I'm converting this all to be the Aquapedia, which will (hopefully) operate as a catalogue of all the freely available terrain, water and landscape textures for people to look at when modding, should they find it useful. It's also a point of accessibility - any of the actual textures can be grabbed off of the page as well, however odds are high that everything that's currently on there will end up in the game anyway.

Hopefully the Aquapedia will get updated from time to time as people make more textures and release them openly. This might even include static shapes one day but I'm not really sure. Anyway the basic premise is a website full of free stuff for modders to use for Darwinia and Multiwinia, or in fact anything else you happen to be doing (though ideally contact me about that first). I might be able to work with zanzer a bit with the file hosting mod site thing but who knows where that'll end up.

This wouldn't have been possible without a fair number of people, namely WolfLord (hosting and php skulduggery), xander, jelco, LLamaBoy and uh... is that everyone? That can't be everyone can it... I'm sure I'm forgetting someone! Bug me and I'll credit you if you contributed, cuz it was so very awesome that you did. I'll see if I can't come up with some sort of neat stuff to give you...

I've sort of lost count of exactly whom gave which files... so I'm not sure how many files each person contributed. xander contributed a quite a lot, and I generated quite a few more from existing textures and those that I got given. I've changed the odd name of things here and there but generally I've kept things the same so, maybe people can work out about how many files they gave. I think this is a full list of all the textures, with some comments on having renamed them. Also note that CTP has been moved so it doesn't have a preceding _ - that was something me and Ice worked out so the 8 billion textures didn't cut the original/official textures into 2 groups when sorted alphabetically.

landscapeCTP_aftermath.bmp
landscapeCTP_annihilation_a.bmp
landscapeCTP_annihilation_b.bmp
landscapeCTP_annihilation_c.bmp
landscapeCTP_annihilation_d.bmp
landscapeCTP_annihilation_e.bmp
landscapeCTP_annihilation_f.bmp
landscapeCTP_aquaticfire.bmp
landscapeCTP_aurora.bmp
landscapeCTP_badlands.bmp
landscapeCTP_bloodpeaks.bmp
landscapeCTP_bootsector.bmp
landscapeCTP_burningacid.bmp
landscapeCTP_candy.bmp
landscapeCTP_chemicals.bmp
landscapeCTP_cherryblossom.bmp
landscapeCTP_cocoa.bmp - was image
landscapeCTP_communications.bmp
landscapeCTP_crepuscular.bmp
landscapeCTP_crystallise_a.bmp
landscapeCTP_crystallise_b.bmp
landscapeCTP_crystallise_c.bmp
landscapeCTP_crystallise_d.bmp
landscapeCTP_crystallise_e.bmp
landscapeCTP_crystallise_f.bmp
landscapeCTP_custard.bmp - was processor (but it looked more like custard)
landscapeCTP_darkband_a.bmp
landscapeCTP_darkband_b.bmp
landscapeCTP_darkband_c.bmp
landscapeCTP_darkband_d.bmp
landscapeCTP_darkband_e.bmp
landscapeCTP_darkband_f.bmp
landscapeCTP_database.bmp
landscapeCTP_defrot_a_neg_n.bmp
landscapeCTP_defrot_a_neg_r.bmp
landscapeCTP_defrot_a_neg_rs.bmp
landscapeCTP_defrot_a_pos_n.bmp
landscapeCTP_defrot_a_pos_r.bmp
landscapeCTP_defrot_a_pos_rs.bmp
landscapeCTP_defrot_b_neg_n.bmp
landscapeCTP_defrot_b_neg_r.bmp
landscapeCTP_defrot_b_neg_rs.bmp
landscapeCTP_defrot_b_pos_n.bmp
landscapeCTP_defrot_b_pos_r.bmp
landscapeCTP_defrot_b_pos_rs.bmp
landscapeCTP_defrot_c_neg_n.bmp
landscapeCTP_defrot_c_neg_r.bmp
landscapeCTP_defrot_c_neg_rs.bmp
landscapeCTP_defrot_c_pos_n.bmp
landscapeCTP_defrot_c_pos_r.bmp
landscapeCTP_defrot_c_pos_rs.bmp
landscapeCTP_defrot_d_neg_n.bmp
landscapeCTP_defrot_d_neg_r.bmp
landscapeCTP_defrot_d_neg_rs.bmp
landscapeCTP_defrot_d_pos_n.bmp
landscapeCTP_defrot_d_pos_r.bmp
landscapeCTP_defrot_d_pos_rs.bmp
landscapeCTP_defrot_e_neg_n.bmp
landscapeCTP_defrot_e_neg_r.bmp
landscapeCTP_defrot_e_neg_rs.bmp
landscapeCTP_defrot_e_pos_n.bmp
landscapeCTP_defrot_e_pos_r.bmp
landscapeCTP_defrot_e_pos_rs.bmp
landscapeCTP_defrot_f_neg_n.bmp
landscapeCTP_defrot_f_neg_r.bmp
landscapeCTP_defrot_f_neg_rs.bmp
landscapeCTP_defrot_f_pos_n.bmp
landscapeCTP_defrot_f_pos_r.bmp
landscapeCTP_defrot_f_pos_rs.bmp
landscapeCTP_dew.bmp
landscapeCTP_digsite.bmp
landscapeCTP_discovery.bmp
landscapeCTP_fairytale.bmp
landscapeCTP_fantasy.bmp
landscapeCTP_flamehills_a.bmp
landscapeCTP_flamehills_b.bmp
landscapeCTP_flamehills_c.bmp
landscapeCTP_flamehills_d.bmp
landscapeCTP_flamehills_e.bmp
landscapeCTP_flamehills_f.bmp
landscapeCTP_frost.bmp
landscapeCTP_gasfire.bmp
landscapeCTP_ghost.bmp
landscapeCTP_greenberg.bmp - was tutorial, didn't want to confuse people
landscapeCTP_greyscale.bmp
landscapeCTP_heartofdarkness.bmp
landscapeCTP_iceberg.bmp
landscapeCTP_nobel_argon.bmp
landscapeCTP_nobel_helium.bmp
landscapeCTP_nobel_krypton.bmp
landscapeCTP_nobel_neon.bmp
landscapeCTP_nobel_radon.bmp
landscapeCTP_nobel_xenon.bmp
landscapeCTP_plateau.bmp
landscapeCTP_primarycore_a.bmp
landscapeCTP_primarycore_b.bmp
landscapeCTP_primarycore_c.bmp
landscapeCTP_primarycore_d.bmp
landscapeCTP_primarycore_e.bmp
landscapeCTP_primarycore_f.bmp
landscapeCTP_recruitment.bmp
landscapeCTP_reefs.bmp
landscapeCTP_refinery.bmp
landscapeCTP_repository_a.bmp
landscapeCTP_repository_b.bmp
landscapeCTP_repository_c.bmp
landscapeCTP_repository_d.bmp
landscapeCTP_repository_e.bmp
landscapeCTP_repository_f.bmp
landscapeCTP_repository_g.bmp
landscapeCTP_residence.bmp
landscapeCTP_sanctuary.bmp
landscapeCTP_science.bmp
landscapeCTP_secondarycore.bmp
landscapeCTP_snownoise.bmp
landscapeCTP_solstice.bmp
landscapeCTP_something.bmp
landscapeCTP_spring.bmp
landscapeCTP_station.bmp
landscapeCTP_sunset.bmp
landscapeCTP_swamp.bmp
landscapeCTP_terra_a.bmp
landscapeCTP_terra_b.bmp
landscapeCTP_terra_c.bmp
landscapeCTP_terra_d.bmp
landscapeCTP_terra_e.bmp
landscapeCTP_terra_f.bmp
landscapeCTP_toxicwaste.bmp
landscapeCTP_trippy.bmp
landscapeCTP_tundra.bmp
landscapeCTP_volcanic_a.bmp
landscapeCTP_volcanic_b.bmp
landscapeCTP_volcanic_c.bmp
landscapeCTP_volcanic_d.bmp
landscapeCTP_volcanic_e.bmp
landscapeCTP_volcanic_f.bmp
landscapeCTP_wall_bluewall.bmp
landscapeCTP_wall_bluewallless.bmp
landscapeCTP_wall_bluewallnoise.bmp
landscapeCTP_wall_greenwall.bmp
landscapeCTP_wall_greenwallless.bmp
landscapeCTP_wall_greenwallnoise.bmp
landscapeCTP_wall_redwall.bmp
landscapeCTP_wall_redwallless.bmp
landscapeCTP_wall_redwallnoise.bmp
landscapeCTP_winterbeach.bmp
landscapeCTP_ztest_elevation.bmp
landscapeCTP_ztest_quads.bmp
landscapeCTP_ztest_slopes.bmp
waterCTP_abqr_buffer.bmp
waterCTP_abqr_bufferoverun.bmp
waterCTP_abqr_reds.bmp
waterCTP_abqr_reroute.bmp
waterCTP_cd_buffer.bmp
waterCTP_cd_bufferoverun.bmp
waterCTP_cd_reroute.bmp
waterCTP_cd_yellows.bmp
waterCTP_efgh_buffer.bmp
waterCTP_efgh_bufferoverun.bmp
waterCTP_efgh_greens.bmp
waterCTP_efgh_reroute.bmp
waterCTP_hij_buffer.bmp
waterCTP_hij_bufferoverun.bmp
waterCTP_hij_reroute.bmp
waterCTP_ijkl_blues.bmp
waterCTP_ijkl_buffer.bmp
waterCTP_ijkl_bufferoverun.bmp
waterCTP_ijkl_reroute.bmp
waterCTP_mnop_buffer.bmp
waterCTP_mnop_bufferoverun.bmp
waterCTP_mnop_purples.bmp
waterCTP_mnop_reroute.bmp
waterCTP_s_buffer.bmp
waterCTP_s_bufferoverun.bmp
waterCTP_s_misc.bmp
waterCTP_s_none.bmp
waterCTP_s_reroute.bmp
waterCTP_s_trihigh.bmp
waterCTP_s_trilow.bmp
wavesCTP_a_red_calm.bmp
wavesCTP_a_red_vile.bmp
wavesCTP_c_orange_calm.bmp
wavesCTP_d_custard.bmp
wavesCTP_d_solar.bmp
wavesCTP_e_green_apple.bmp
wavesCTP_f_green_calm.bmp
wavesCTP_f_green_emerald.bmp
wavesCTP_g_green_putrid.bmp
wavesCTP_h_green_grass.bmp
wavesCTP_j_blue_aqua.bmp
wavesCTP_k_blue_calm.bmp
wavesCTP_l_blue_deep.bmp
wavesCTP_l_blue_mild.bmp
wavesCTP_m_lilac_calm.bmp
wavesCTP_n_lilac.bmp
wavesCTP_o_purple.bmp
wavesCTP_p_pink_hot.bmp
wavesCTP_q_pink_calm.bmp
wavesCTP_q_pink_soft.bmp
wavesCTP_r_pink_mild.bmp
wavesCTP_s_goldspec.bmp
wavesCTP_s_halo_a.bmp
wavesCTP_s_halo_b.bmp
wavesCTP_s_halo_c.bmp
wavesCTP_s_halo_d.bmp
wavesCTP_s_halo_e.bmp
wavesCTP_s_halo_f.bmp
wavesCTP_s_halo_g.bmp
wavesCTP_s_halo_h.bmp
wavesCTP_s_halo_i.bmp
wavesCTP_s_halo_j.bmp
wavesCTP_s_halo_k.bmp
wavesCTP_s_halo_l.bmp
wavesCTP_s_halo_m.bmp
wavesCTP_s_halo_n.bmp
wavesCTP_s_halo_o.bmp
wavesCTP_s_halo_p.bmp
wavesCTP_s_halo_q.bmp
wavesCTP_s_halo_r.bmp
wavesCTP_s_halo_s.bmp
wavesCTP_s_monochrome.bmp
wavesCTP_s_none.bmp
wavesCTP_s_rainbow.bmp
wavesCTP_s_spectrum.bmp
wavesCTP_za_primred1.bmp
wavesCTP_za_primred2.bmp
wavesCTP_za_primred3.bmp
wavesCTP_za_primred4.bmp
wavesCTP_zb_primcoral1.bmp
wavesCTP_zb_primcoral2.bmp
wavesCTP_zb_primcoral3.bmp
wavesCTP_zb_primcoral4.bmp
wavesCTP_zc_primorange1.bmp
wavesCTP_zc_primorange2.bmp
wavesCTP_zc_primorange3.bmp
wavesCTP_zc_primorange4.bmp
wavesCTP_zd_primyellow1.bmp
wavesCTP_zd_primyellow2.bmp
wavesCTP_zd_primyellow3.bmp
wavesCTP_zd_primyellow4.bmp
wavesCTP_ze_primslime1.bmp
wavesCTP_ze_primslime2.bmp
wavesCTP_ze_primslime3.bmp
wavesCTP_ze_primslime4.bmp
wavesCTP_zf_primapple1.bmp
wavesCTP_zf_primapple2.bmp
wavesCTP_zf_primapple3.bmp
wavesCTP_zf_primapple4.bmp
wavesCTP_zg_primgreen1.bmp
wavesCTP_zg_primgreen2.bmp
wavesCTP_zg_primgreen3.bmp
wavesCTP_zh_primgreen4.bmp
wavesCTP_zh_primsea1.bmp
wavesCTP_zh_primsea2.bmp
wavesCTP_zh_primsea3.bmp
wavesCTP_zh_primsea4.bmp
wavesCTP_zi_primteal1.bmp
wavesCTP_zi_primteal2.bmp
wavesCTP_zi_primteal3.bmp
wavesCTP_zi_primteal4.bmp
wavesCTP_zj_primaqua1.bmp
wavesCTP_zj_primaqua2.bmp
wavesCTP_zj_primaqua3.bmp
wavesCTP_zj_primaqua4.bmp
wavesCTP_zk_primsky1.bmp
wavesCTP_zk_primsky2.bmp
wavesCTP_zk_primsky3.bmp
wavesCTP_zk_primsky4.bmp
wavesCTP_zl_primocean1.bmp
wavesCTP_zl_primocean2.bmp
wavesCTP_zl_primocean3.bmp
wavesCTP_zl_primocean4.bmp
wavesCTP_zm_primtwilight1.bmp
wavesCTP_zm_primtwilight2.bmp
wavesCTP_zm_primtwilight3.bmp
wavesCTP_zm_primtwilight4.bmp
wavesCTP_zn_primindigo1.bmp
wavesCTP_zn_primindigo2.bmp
wavesCTP_zn_primindigo3.bmp
wavesCTP_zn_primindigo4.bmp
wavesCTP_zo_primviolet1.bmp
wavesCTP_zo_primviolet2.bmp
wavesCTP_zo_primviolet3.bmp
wavesCTP_zo_primviolet4.bmp
wavesCTP_zp_primmagenta1.bmp
wavesCTP_zp_primmagenta2.bmp
wavesCTP_zp_primmagenta3.bmp
wavesCTP_zp_primmagenta4.bmp
wavesCTP_zq_primpink1.bmp
wavesCTP_zq_primpink2.bmp
wavesCTP_zq_primpink3.bmp
wavesCTP_zq_primpink4.bmp
wavesCTP_zr_primrose1.bmp
wavesCTP_zr_primrose2.bmp
wavesCTP_zr_primrose3.bmp
wavesCTP_zr_primrose4.bmp

Some 296 files. A Good result, I think! Or probably about 290, excluding the coded water textures which are the same as the original ones.

NOW COMES THE CTP GUFF (that's community texture/terrain pack)

HELLO EVERYONE ONCE AGAIN O_O

Here's a nice header post that now makes EVERYTHING ABOUT THIS NICE AND CLEAR. Basically, as Icepick (one of the multiwinia devs) pointed out in this thread, there WILL be a level editor for Multiwinia at some point in the probably not too distant future, which will allow you, the players, to create levels for Multiwinia. Won't that be fun!

Now, the only problem here is that, with multiwinia there are only so many textures for levels. That is, there's only so many colour schemes for the terrain, water, etc, which define the overall look of the level. Of course, the gameplay is important, but it's nice to have a level that doesn't just look like another The Third Kind or whatever, too.

So, to try and rectify this, me (a community busy body) along with a few of the other people that I decided to rope in as well (also community busy bodies) who were all heavily involved with the modding side of things for Darwinia are getting together to create a plethora of textures to help a new wave of fledgeling level creators get their levels going, and so that they don't have to additionally get their head around trying to do this for themselves. There might also be issues with implimenting individual custom textures with however the custom map systems works out for Multiwinia, but that's also only really a sideline.

Anyway, so far we've generated lots and lots of waves colours for the water that surrounds levels, much more varied and interesting from the original levels at least, which you can see on the Operation Aquarelle 1 results page noted below. These are basically long bar files which determine the colour of the waves as they move away from the landscape. Generally, the "colours" side of things here is pretty much accounted for, however I'm still keen to include more interesting waves textures like Halo and spectrum, as I'm a little worried will see these as being way neater than a lot of the others and cropping up a lot.

Currently we're working on creating a huge collection of landscape textures. These textures are a little bit complicated and I talk about how they work a little later on in this thread. The jist is, these files control what colour and how the shades etc of the landscape in the level are. You can see all the files related to landscapes in the Operation Aquarelle 2: Alluvium Foil results link, which also supplies bigger pictures for review and also links to the actual terrain textures so that budding contributors can look at these files and work out how certain things were done.

Now, this isn't all just a baseless idea which is never going to go anywhere. Icepick (I mentioned him earlier, but in this context, he's basically the dev at IV who'll apparently be in charge of modifying the editor and sorting out custom mapping etc, as well I'm sure as a load of other stuff) has suggested that a) this really is actually a good idea and b) that he's interested in including this texture pack in with Multiwinia around the time that custom map support and the level editor turn up (this is basically the self imposed deadline for this (first?) community texture pack, and we don't know when it will be, could be weeks or months). This means that if you submit neat stuff, it will hopefully eventually make its way into the game. Obviously, this is all based on variety and being positive and supporting the modding community when it pops into existence, rather than having created a handful of yellow water colourations to get names in the credits, but hopefully that could have gone unsaid.

A last point is that I want this all to be free from the getgo, anyone can take/use/modify the textures submitted as inspiration or whatever without limitation, at least within the context of Darwinia/Multiwinia (I can't see how they'd be useful anywhere else anyway). The basic bottom line is, "don't be a Jerk" tm (eg submit other people's work, or pass people's work here off as your own in the future). So on that note, I'd love to point out that yes this is my pet project, but so far I've probably contributed amongst the least content, so go figure! This would fall flat on it's face without other community members submitting textures, so, send your thanks to them if you think this is a neat idea.

Also, thank WolfLord for making neat php scripts.

Anyway BASICALLY, it would be awesome if anyone else who can fathom out ANY OF THE ABOVE and is a bit handy at texturing Xwinia landscapes, or would like to give it a try, might like to take part and help build up this texture pack to be as awesome as possible.

Operation Aquarelle 2: Alluvium Foil results:
I'm sorry to say the new landscape awesome rhombus doesn't exist and probably never will. How sad. However, enjoy this delicious link:

Operation Aquarelle 1 results:
The old colour circle for waves
Last edited by The GoldFish on Mon Nov 10, 2008 10:39 am, edited 10 times in total.
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Postby xander » Wed Jul 30, 2008 2:52 am

You are free to use anything out of any of the mods that I have released, though I would ask for simple attribution. Perhaps if the files were renamed to [waves|terrain|water|whatever]_xander_[whatever].bmp. And thank you for throwing this together.

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Postby martin » Wed Jul 30, 2008 12:03 pm

I'll see if I can dig up some textures that I made for my various mods later/tomorrow.

How about sky textures? you don't see it terribly often but it can change the mood of a level a lot
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Postby The GoldFish » Wed Jul 30, 2008 2:21 pm

It definately can, I agree, but currently sky textures are not definable within a map, and therefore are pretty useless at this stage.

Also, make sure you don't submit any textures you stole from trickfred!

edit - also, I was thinking of the name format;

[type]_CTP_[c]_[colour].bmp

eg
waves_CTF_b_tameblue.bmp

(CTP meaning community texture pack)

and just have a readme file with credits. While I think it could be nice to give credit in the file name, appreciate that noname clueless people are going to have to tab through these files to work out which one they want, and a very simlple naming scheme would be the most helpful, and also having a unique identifier in for the whole set would help general management of the textures within a folder. Plus if 75%+ of the files are going to be coming from me, it's just repeating the same information to put names in them, as well as the fact that it makes ones from different people all get shunted into groups, when I would much prefer if they're sorted by colour, rather than having eg 7 files which are all blue mixed randomly throughout the pack.
Last edited by The GoldFish on Sat Sep 20, 2008 5:44 am, edited 1 time in total.
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Postby xander » Wed Jul 30, 2008 3:29 pm

The GoldFish wrote:I[type]_CTP_[c]_[colour].bmp

eg
waves_CTF_b_tameblue.bmp

Sounds good.

xander
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Postby The GoldFish » Thu Jul 31, 2008 1:28 am

well! Awesome progress has been made, as you can see at:

>>> HUGE SUCCESS! <<<

Next project: WHO KNOWS o_o

Many thanks to xander who generated a shitload of basic coloured gradients for me, in fact about 75% of the files came from him - basically all the calmX and the _zx_ range

Yes, that's Z for xander!

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Postby The GoldFish » Thu Sep 11, 2008 6:51 pm

BUMPING for OPERATION AQUARELLE 2 O_O. Contact me on IRC if you want to take part or post stuff or whatever WHO KNOWS ;-;
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
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Postby The GoldFish » Mon Sep 15, 2008 7:54 pm

WELL so far take up is slow, so I assume no one cares enough to actually actively get involved.

So it's all up to me, then... WELL OK o___o
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Postby bert_the_turtle » Mon Sep 15, 2008 8:22 pm

I admit I quite don't get what this is about :)
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Postby RabidZombie » Mon Sep 15, 2008 8:27 pm

I'm guessing new /data/terrain/landscape/waves_*whatever* files that look nice.
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Postby Icepick » Mon Sep 15, 2008 8:41 pm

The basic idea is that if a large library of textures for waves and landscapes can be made, they can be included with Multiwinia and map makers will have a large selection. This was all The_GoldFish's idea, and it's a very good one. The final decision on how map sharing in Multiwinia will work hasn't been decided, but it's possible that you won't be able to use your own custom textures in order to keep transfers down to a single file, which means that having a large selection of files included with the game already means a lot more variety. So yeah.
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Postby xander » Mon Sep 15, 2008 9:04 pm

As I said over IRC (though maybe you didn't notice), any of the textures, wave files, or water textures that I have created are free to be used in this project. All I ask is for some minor attribution to stroke my ego.

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Postby jelco » Mon Sep 15, 2008 9:12 pm

I never really did modding for Darwinia but I guess I could take a look at it - it doesn't seem extremely difficult to do. Not sure I can find the time to spare though, hehe.

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Postby The GoldFish » Wed Sep 17, 2008 10:02 am

Hmm, sorry, I guess I keep forgetting not everyone is in touch with the premise of all this as I am.

Basically, the objective is to put together a large texture pack for map makers to use with Darwinia/Multiwinia (in particular, Multiwinia) - the textures being looked at are the terrain and water textures that make levels look the way they do. There are a plethora of little reasons to do this in order to make whatever aspects of the custom map system eventually turn up easier (since IGN have reported that there may well be no editor at release time, which suggests 0 custom map support at current), but really the MAIN reason to do it is because it's neat, plus, I always said I was going to do it. The general level of ignorance of the functionality of what I was even talking about partially emphasizes the certain level of inaccessibility for people creating these textures for themselves - they need to read up on how to do it first and that's just going to stifle idle creativity. It also emphasizes that I probably didn't explain very well what I was on about.

The landscape textures are the most complicated of the 3 terrain textures, but are still fairly simple; they use a (generally?) 64x64 bitmap, which, starting from the top left, determines the color of a particular part of the landscape based on its steepness (X coord) and relative altitude (Y coord), so flat, low altitude triangles use colours from the top left region of a texture, and high, steep triangles use colours from the bottom right. I think the terrain section of the guide on the next game covers it all pretty well.

Anyway, I'm having a little trouble getting started with the terrains, but hopefully I'll start making some progress later today!
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Postby LLamaBoy » Wed Sep 17, 2008 2:41 pm

Hm, I have a few terrain textures that I made for my completely unfinished and dust gathering mod for Darwinia... I could be willing to share zem.

From what I recall, I had fun making the textures and might go about making some more now for this!

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