Posted: Sun Dec 18, 2005 12:56 pm
aaron wrote:Hi All,
As promised I've done some work on improving the high-res texture output. Whereas the old algorithm interpolated land-types for high-res textures, the new one calculates them procedurally per-texture-pixel, and this makes it a lot sharper. The first screenshot is in the gallery at:
http://www.bundysoft.com/coppermine/displayimage.php?album=7&pos=3
This image was a 16x texture, and you can see that the grass/rock interface is very sharp indeed (possibly too sharp). There are still a few more tricks to be added, including a weensie-bit of bump-mapping and some (more) perlinnoise into the land-type calculation.
This was a real hack 'n' slash job, so it's going to take some time to clean-up the code. The update will probably be next year.
Cheerio,
Aaron.
This is great news. I have stayed up all night trying to make the texture splattering work. I just can't find enough information to do it. Maybe you can point me in the right direction.
I have a basic x1 map, 3 alpha channels and the tiles just don't understand how to implement it.
Demi