The only ones I don't like are the two CTP_redwalls. They look very weird, unlike the other walls.
Great work, everyone, and great initiative, TGF!
If I have some free time this weekend, I'll try my hand at this too.
Also: PEERREVIEWBOTS, ROLL OUT!
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The Desert one probably not, but on the Dark, if instead of using a shift between black and white directly (from what I understood of the texture file), you shifted from black to blue, or black to blue to white, it might look interesting. My idea with that is to keep it dark, and give it a coloured tinge. Not sure if that's possible, though.The GoldFish wrote:I'm not sure how Dark and Desert would respond to recolouring. I assume that really they wouldn't. Your thoughts?

Phelanpt wrote:The Desert one probably not, but on the Dark, if instead of using a shift between black and white directly (from what I understood of the texture file), you shifted from black to blue, or black to blue to white, it might look interesting. My idea with that is to keep it dark, and give it a coloured tinge. Not sure if that's possible, though.The GoldFish wrote:I'm not sure how Dark and Desert would respond to recolouring. I assume that really they wouldn't. Your thoughts?



Kuth wrote:So if I understand this correctly, the gradients for textures are generated with a 64x64 pixel image of a gradient? What are the particulars? Does the upper left corner represent a higher altitude or something?
Someone needs to put together some structures also, hopefully keeping in theme with Darwinia :)

Kuth wrote:Someone needs to put together some structures also, hopefully keeping in theme with Darwinia

The GoldFish, earlier in this thread (with Community Texture Pack in the title), wrote: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.
Code: Select all
landColourFile landscape_default.bmp
wavesColourFile waves_containmentfield.bmp
waterColourFile water_default.bmp
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