Terrain Texture Requirements

For those working on art content.

Terrain Texture Requirements

Postby adamsderk » Wed Nov 09, 2005 1:05 am

For those who want to have their hand at making new worlds, here are the requirements for Torque.

Skybox: 5 panels (top and four sides, bottom is covered by terrain), 256x256. Terragen is great for generating realistic skys (with a script to export the panels.

Terrain: 4 files (base, low, high, steep) 256x256. Base and low are joined for the general texture, small slopes are covered with "high," and unpassable terrain is covered with "steep."

Detail: 1 file 256x256. Used to provide extra detail under player's feet (to stop the ground from looking blurry).

Fog: RGB color for fog.

Note: Remember, the water, terrain, and skyboxes need to be able to be mixed and matched.

Thanks.
Last edited by adamsderk on Wed Nov 09, 2005 6:36 pm, edited 1 time in total.
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Postby Stormwolf » Wed Nov 09, 2005 12:08 pm

Here's some terrain textures for my moon landscape (I replaced the ice textures):


Night time with low hills

Sun low with high hills

Sun high with high mountains


The skybox will be changed next to show some planets and stars instead of a blue sky during the day.
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Postby adamsderk » Wed Nov 09, 2005 2:04 pm

SW,

Great start. However, the 4 textures need to be different so that players can visually identify areas they can and can't traverse.

Thanks.
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Postby Night Hawk » Wed Nov 09, 2005 2:15 pm

If you need terrain textures Adam.. Let me know.. I got about 45 megs worth of pure terrain textures.. Just about anything you can thank of.. I can get it for ya.. I use them to make terrains for AT1.. Also I got just about any other texture you could want.. So if you need anything like that let me know..
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Postby Stormwolf » Wed Nov 09, 2005 6:07 pm

I've made some more changes, though I'm not happy with the current skybox:

http://img.photobucket.com/albums/v101/ ... oxtest.jpg


I'll take a black background next which I will fill with tiny lenseflares, that should do the trick.


--edit

I've also made some changes to the water:
http://img.photobucket.com/albums/v101/ ... enlake.jpg

We could use this as a toxic spill or water that contains different elements.
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Postby adamsderk » Wed Nov 09, 2005 6:31 pm

SW,

Well the stars need to be points of light, that will make them better. A single pixel will be stretched to look more like a star.

And, I never though of changing the water, very cool.

Thanks,
Derk
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Postby Stormwolf » Wed Nov 09, 2005 7:31 pm

Here's a improved sky + view of my green lake:

http://img.photobucket.com/albums/v101/ ... vedsky.jpg
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Postby GraySho » Sat Nov 04, 2006 12:24 pm

I've got one question about the ingame texture appearance. I noticed that all the textures are extremly blurred. A lot of detail gets lost. Is that the torque default or can it be modified? I tried to use my own 512x512 textures for grassland, but there doesn't seem to be a noticable difference. I'm also rendering some skies from my own terragen projects, I'll post some later.
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Postby Punk » Sat Nov 04, 2006 2:43 pm

Gray's skys are -to ~die~ for. ;) No, seriosly they are damn cool.
0--}=----Punk-----*
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Postby GraySho » Sat Nov 04, 2006 11:13 pm

Problem is, the biggest part of the sky textures are covered by fog, which is a pitty. Does it have to be that much?
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Postby adamsderk » Sun Nov 05, 2006 2:04 am

GraySho,

It does unless you can figure out another way to limit the view distance based on fog and time of day (i.e. night visibility is the same as dense fog).

And, setting the clipping distance doesn't work because nothing can show up on the "radar" if it is past the clipping distance (i.e. the client machine has no idea an object even exists if it is bast the clip distance.

Thanks.
Image
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Postby Kishkumen » Sun Nov 05, 2006 5:01 pm

Can the fog color change with the sky color? It looks odd to have the mountains fade to a light green when there's a black sky. They should fade to match the sky color.
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Postby adamsderk » Sun Nov 05, 2006 5:48 pm

Kishkumen,

Yes, it can change. I didn't cover all of the possibilites as I added new terrain. It is a detail that would need to be fixed.

Thanks.
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