Aquapedia (also the CTP)

Working on new maps for Multiwinia? Discuss!

Moderators: bert_the_turtle, jelco

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The GoldFish
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Postby The GoldFish » Sat Sep 20, 2008 4:20 am

OK SO quite a lot more progress has been made on alluvium foil - getting lots of terrain textures, thanks to xander, LLamaBoy and Jelco. I'm gonna bug Trickfred about this too! Plus I'm still totally interested in involving new people, or people who're coming back from not being around in this.

I'm currently using DARWINIA to demo these textures as in the above link, if you happen to want to mess about with it, can be got off of my crapmods webpage, or directly from this link, and if you want a closer look at any of the landcapes, I think all the images on the terrain picture listings have a link to a bmp of the texture, so just modify map_test.txt to use that, or use it wile developing a texture (not that this is necesserily a good idea)

Also, here is an example of a bad terrain; bad >:(. Good work Jelco, hehe.

On top of directly supporting the project, I'm also interested in people picking out specific landscapes in that link that a) really don't look very good and b) look good and could do with having some recoloured variations made, so please do post with some feedback about that, so I can further suppliment the package of textures.

I have all of the above screens in 800x600, so I'm sorting out things so you can look at the larger image.

GO GO PEER REVIEW o_o
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Phelanpt
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Postby Phelanpt » Sat Sep 20, 2008 4:39 am

The ones I really like: landscape_dark, landscape_desert, and most of the CTP ones.

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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Postby The GoldFish » Sat Sep 20, 2008 5:05 am

I'm not sure how Dark and Desert would respond to recolouring. I assume that really they wouldn't. Your thoughts?

Also, TO BE CLEAR, all the CTP ones are ones from me, LLama, xander, jelco, or anyone else who contribs - CTP stands for community texture pack, and all the files I'm putting together will probably be uniformly identifyable from this part of the name. All the landscape_name.bmp ones are from Darwinia or Multiwinia, and are all obviously perfect @_@.

If anyone does want to take part, I think as far as anyone's concerned, feel free to take/modify/adapt any of the existing IV or CTP files. If you don't have the means to test it out with Darwinia (if for example you don't own it, don't have mods enabled, or just don't know how to do this), you can post links to the texture here or you can find me in #multiwinia on the uplinkcorp server and link random terrains to me in there, I'll generate a screenshot for you (maybe not immidietly, I tend to do things in batches to reduce my workload).

Basically I'm trying to keep the CTP textures as free images, ie, anything can do anything with them, so, please don't submit images that you want to get any special credits or heralding for. At the very least there'll be a credits file including all the handles of people who contribute and possibly a list of all the specific files you contributed, but at the end of the day, this is about getting an awesome texture pack together and full credits aren't the point.
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Postby Phelanpt » Sat Sep 20, 2008 5:23 am

The GoldFish wrote:I'm not sure how Dark and Desert would respond to recolouring. I assume that really they wouldn't. Your thoughts?
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.
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Postby jelco » Sat Sep 20, 2008 10:17 am

The GoldFish wrote:Also, here is an example of a bad terrain; bad >:(. Good work Jelco, hehe.

Well, I did warn you I'd made it "just for giggles", hehe. ;) Anyway, I'm rather proud of the other five I made, so you can expect some more from me. :)

Jelco
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The GoldFish
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Postby The GoldFish » Sat Sep 20, 2008 3:24 pm

Yeah well I'm still amazed it came out that badly!

Phelanpt wrote:
The GoldFish wrote:I'm not sure how Dark and Desert would respond to recolouring. I assume that really they wouldn't. Your thoughts?
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.


How's this? Too blue?
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Postby Phelanpt » Sat Sep 20, 2008 5:14 pm

Not quite what I was imagining, but still cool. :)

Also, I'm not so sure you should remove "bad" textures. It's a subjective matter, and I think even jelco's eye watering texture could have its use. :P
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Postby The GoldFish » Sat Sep 20, 2008 5:59 pm

well, what WERE you imagining?

Also the reason to identify and consider removing bad textures is because bad textures probably won't get used, they don't look good, and they just clog up the gaps between all the good ones. They are also representive of bad practice wrt landscape behavoir - for example, landscape_CTP_primary_core.bmp is very much one colour through and through. While it makes a statement about the original level, and therefore not necesserily generically bad, this isn't really the way Darwinia is supposed to look and doesn't really compliment the lighting and landscape systems very much.

Now, that's not to say I think primary_core should be removed, it's just on the outskirts of being varied within what people are probably going to want to use, and what we should be trying to encourage in order to make good use of the engine.

Jelco's crazy mess is way outside of this range, really.
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Postby jelco » Sat Sep 20, 2008 6:32 pm

The GoldFish wrote:Jelco's crazy mess is way outside of this range, really.

Hey! I like my mess! :P Also, is that intended as a positive or negative comment? ;)

EDIT: Oh right, the painful Confetti texture. Yeah, that was never seriously intended as a submission Phelanpt. ;) For the record, my textures are fantasy, cherryblossom, fairytale, chemicals and winterbeach. :)

Jelco
Last edited by jelco on Sat Sep 20, 2008 7:35 pm, edited 1 time in total.
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Postby Phelanpt » Sat Sep 20, 2008 7:14 pm

The GoldFish wrote:well, what WERE you imagining?

Something like CTP_refinery_e. Was that there before? :oops:
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Postby The GoldFish » Sun Sep 21, 2008 11:18 pm

Phelanpt wrote:
The GoldFish wrote:well, what WERE you imagining?

Something like CTP_refinery_e. Was that there before? :oops:


Image
Any other ideas?
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Postby The GoldFish » Mon Sep 22, 2008 10:54 pm

Welcome to our new home in the Mod forums! Woobags.

Also added a bunch more textures to the list.
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Kuth
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Postby Kuth » Mon Sep 22, 2008 11:01 pm

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 :)
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Postby xander » Mon Sep 22, 2008 11:13 pm

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 :)

Icepick documented this at thenextgame.co.uk. Basically, the vertical axis is elevation (top is lowlands, bottom is highlands), and the horizontal axis is gradient (left is flat, right is steep).

xander
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Postby The GoldFish » Tue Sep 23, 2008 12:25 am

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

At current, building shapes aren't defined on a per map basis - this might be good for graphics replacement mods, however it's sort of outside the scope of this project.

Regarding "how these work", I sort of alluded to this a few times (and sort of explained this specifically but whatever). Here's a few examples of landscapes and the results to help understanding

Image
Image
Image
Image
Image
Image

Isn't it clever. Also yeah, read the TNG article.
Last edited by The GoldFish on Tue Sep 23, 2008 9:24 pm, edited 1 time in total.

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