(WIP) High-res texture pack

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rudel_ic
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Re: (WIP) High-res texture pack

Post by rudel_ic » Wed Nov 19, 2008 10:52 pm

Hal1989 wrote:Let's see what happen if we do the "make seamless" twice on this texture. I attached the grass texture using the seamless filter a second time. Tell me what do you think. I hope it doesn't look too blury in-game.
The filter pattern is too obvious, the terrain looks like a chessboard with that one. So that doesn't help.
What also won't help is mirroring, blending by hand etc, I tried all that some time ago to produce a seamless texture.
The only thing that can help you if you're lucky is math - didn't work here, so you either move on or get into the messy details:

I'd suggest fixing the seam by hand, pixel per pixel.

Fixing seams by hand is done like this:
1. Identify the edge that has the seam
2. Shift the seam into the middle of the picture (a series of copy-paste-operations with an empty buffer image)
3. Go along the seam, interweave the pixels (clone tool helps, as does blurring, using opacity settings for the clone stamp etc)
4. Zoom out VERY often to check whether the seam is still visible (very important, you waste time otherwise)

Or you choose an entirely different texture.

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Hal1989
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Re: (WIP) High-res texture pack

Post by Hal1989 » Wed Nov 19, 2008 11:03 pm

Changing texture will surely happen. Besides, the grass is looking a little to big in-game, don't you think?

Anyway, I took another texture that will look better than the other one.
Attachments
grassdirt.jpg

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Re: (WIP) High-res texture pack

Post by rudel_ic » Thu Nov 20, 2008 8:44 am

The tiling is rather obvious with that one as well. You can see that immediately if you fly upwards in debug.

A simple trick to get rid of tiling effects is choosing a texture that shows a directional surface.

Let's say that this is your texture:
Image

This is multiple tiles of them:
Image

This would suggest some totally other tiling pattern; that's because the directions are so regular. More dense textures with multiple colors can completely eliminate the tiling effect.

It's hard to make tileable seamless 1024x1024 grass textures though, that's for sure. So I feel for you ;)

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Hal1989
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Re: (WIP) High-res texture pack

Post by Hal1989 » Thu Nov 20, 2008 11:29 am

Yeah it's hard, lol XD. At least, the seams aren't here (well I guess, lol).

I thought using a texture having less variation of color would work. Perhaps if I take the High quality version (res of 2500) and I take the section which color is sort of equal everywhere, tough the grass will most likely be too big...

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Lotus Wolf
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Re: (WIP) High-res texture pack

Post by Lotus Wolf » Thu Nov 20, 2008 4:50 pm

i figured id say this here, because its a texture thread...

i saw something really weird/cool last night: i was putting components for a mini-campaign together, and when i started lugaru the trees were covered with clothing! i soon figured out that i had forgotten to put the tree texture into the textures folder xD anyway, i thought it was funny enough to say here.

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Re: (WIP) High-res texture pack

Post by Count Roland » Thu Nov 20, 2008 9:17 pm

does anyone remember who it was who edited the tree textures a little so they looked mostly normal except they had faces on the trunks?

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Re: (WIP) High-res texture pack

Post by Lotus Wolf » Fri Nov 21, 2008 5:03 am

:lol: that sounds like fun :P

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Re: (WIP) High-res texture pack

Post by nutcracker » Fri Nov 21, 2008 9:05 am

High res trees would be great too, pack woks well :p it's awzum

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Hal1989
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Re: (WIP) High-res texture pack

Post by Hal1989 » Fri Nov 21, 2008 10:58 am

Thanks ^_^
I'll see what I can do with the trees.
By the way, I'm also working on a sound pack using sounds taken from a community database named: The Freesound project.

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Re: (WIP) High-res texture pack

Post by rudel_ic » Fri Nov 21, 2008 12:48 pm

Hal1989 wrote:Thanks ^_^
I'll see what I can do with the trees.
By the way, I'm also working on a sound pack using sounds taken from a community database named: The Freesound project.
Don't forget to include the licenses etc. in that case - you're obligated to do this on Freesound. That is the nature of the Creative Commons license.
Same stuff applies to images you use for textures - you have to mind the licenses. I know that's a PITA, but at the same time, it's just fair to credit authors and mind their distribution rules.

That being said, Freesound is really awesome. It's a good idea to gather sounds from that site. I've never actually used their sounds in my projects, but they have a lot of samples that are of awesome quality.

Don't forget to test your sounds in the game. I think you have to reencode some of them because the parameters with which FMOD loads them are hardcoded in Lugaru and it's likely that the loading parameters differ from the encoding properties you'll find with Freesound samples.
To find out how you have to encode samples, simply check the encoding properties of the Lugaru original samples. That's really easy with Audacity. Audacity also does good reencoding.

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Re: (WIP) High-res texture pack

Post by Hal1989 » Fri Nov 21, 2008 1:07 pm

I already put the credits of the textures in the readme I included with the package. When I release something, I always make sure I put the credits.

Freesound is indeed awesome. Eventually, I had to edit some properties of the sounds to make them working. I actually test the sounds in-game each time I have done one. Audacity does indeed a pretty good job X3

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Glabbit
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No really, what does WIP mean?

Post by Glabbit » Fri Nov 21, 2008 1:52 pm

:mrgreen:

The epicness! I luvz it!

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Re: No really, what does WIP mean?

Post by rudel_ic » Fri Nov 21, 2008 2:16 pm

Glabbit wrote::mrgreen:

The epicness! I luvz it!
Work in Progress

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Oh, right, thnx

Post by Glabbit » Fri Nov 21, 2008 2:33 pm

=3

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