Author Topic: surface5a ( extra ground texture)  (Read 1221 times)

titi

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surface5a ( extra ground texture)
« on: 7 November 2009, 19:25:29 »
Mediterran was the first tileset where surface5a was used in a map by Trappin (original version of Wadi Nefud.gbm).
When I saw this , I thought it would be a good idea to have this ground texture available in every tileset.
So I started to create these missing textures for all the tilesets.

I made the missing extra textures(custom 5) for the tilesets:
autumn
winter
evergreen
desert2
jungle
scrub_land

I want to include these in the upcoming megapack v5. You can try them now, what do you think?:
http://www.titusgames.de/tmp/surface5a.zip

ATTENTION!!!! If you patch your tilesets, you cannot play multiplayer with others with these tilesets any more!
So backup first!


the setup is meant like this in all cases:
Code: [Select]
<surface>

<texture path="textures/surface5a.bmp" prob="0.2"/>

<texture path="textures/surface5b.bmp" prob="0.2"/>

<texture path="textures/surface5c.bmp" prob="0.2"/>

        <texture path="textures/surface5d.bmp" prob="0.2"/>

                        <texture path="textures/surface5e.bmp" prob="0.1"/>

                        <texture path="textures/surface5f.bmp" prob="0.1"/>

</surface>

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Trappin

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Re: surface5a ( extra ground texture)
« Reply #1 on: 7 November 2009, 22:02:51 »
Evergreen STC5 is nice - and the Mediterranean C5 is very, very, very, cool - the texture made the Wadi Nefud map look incredible.

Why is STC5 (surface texture custom5) on the map editor but never used in tilesets? Tilesets have a default surface for STC5 slot so why the new code? Don't bother answering in XML coding language - since I won't understand anyhow. If STC5 is enabled (using the code titi supplied) for the official Glest 3.2.2 build will this not break the multiplayer function? If so, then this warrants an official Glest v3.2.3 build?

I won't use STC5 on maps if it isn't standardized for all users.

If tileset designers want to use surface texture custom5 then the default map editor v1.3.0_build colors need to be modified.

IMAGE

  • Top row: 1-tree and 8-C3 are nearly indistinguishable when viewing a 128x128 or 256x256 map in the editor.
  • Second row: 1-tree, 8-C3 and Custom5 red square.
  • Third row: Surface texture custom5 masks the red 1-tree and red 8-C3 pixels when height elevations are added to the map.


.

  
Maybe change 8-C3 to a deep orange color and 7-C2 to purple and the deep red surface custom 5 to a meduim shade of Cyan.

EDIT:
Added a special page for custom glest maps using STC5 at the http://glestmaps.wikia.com/
« Last Edit: 25 December 2009, 04:29:04 by Trappin »

titi

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Re: surface5a ( extra ground texture)
« Reply #2 on: 8 November 2009, 10:07:16 »
the reason why its not used yet, is the point that noone knows what it was good for! In the original tilesets it looked like something special what was created for som kind of special function.
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