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Parent - By B_E [de] Date 2009-04-25 16:26
It is getting there ;)
Parent - - By Günther [de] Date 2009-04-24 21:10
Great. But what we really need is a tunnel texture - every other material (besides vehicle, which does not need a texture) is optional :-)
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Parent - - By Newton [es] Date 2009-04-24 22:14 Edited 2009-04-24 22:24
I think earth.jpg in darker would be fitting. But I'll (and hopefully others) search for more too.
My suggestion to replace the generic tunnel texture with a darker version of the actual material didn't appeal?

I hereby license the following file(s) under the CC-by license
Parent - By Sven2 [us] Date 2009-04-24 22:42

> My suggestion to replace the generic tunnel texture with a darker version of the actual material didn't appeal?


That would be a lot of work to implement.  It would also mean we couldn't use dark colors in the original materials, thus making the whole landscape unnecessarily bright and have less contrast.

Also, I think it would just confuse the player.
Parent - Date 2009-04-24 22:58
Parent - By Luchs [de] Date 2009-05-08 22:34
I don't think that's a good texture - just look (and maybe zoom out a little bit). It has too much details. It would be better to use only the upper middle of it.
Parent - - By Günther [de] Date 2009-04-26 21:47 Edited 2009-04-27 14:48
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Parent - - By Carli [de] Date 2009-04-27 12:47
can I use these Textures for gwX Voxel-Landscapes?
http://www.youtube.com/watch?v=4NYQ8snYQ1Y
Parent - - By Enrique [de] Date 2009-04-27 12:58
Why don't you read this instead of annoying by asking the same question many times?
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Parent - - By Carli [de] Date 2009-04-27 14:39 Edited 2009-04-27 14:46
But who made those snow textures? Günther?
OK
Parent - - By Isilkor Date 2009-04-27 14:46 Edited 2009-04-27 14:50
First: Guglielmo
Second: John Talbot
Actually, the textures themselves seem to be made by Günther, but the original source photos are the beforementioned flickr users.
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Parent - By Carli [de] Date 2009-04-27 14:47
thx
Parent - - By Günther [de] Date 2009-04-27 15:48
Exactly. And I'm not yet sure which license I should use for my part of the work - CC-BY 2.0 or 3.0? Is CC-BY 2.0 a free software license (as defined by the DFSG)?

Hm, I'll sidestep that issue for the moment by dual-licensing them under both. You'll probably have to respect both licenses if you choose to use my part of the work under CC-BY 3.0. Sigh.
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Parent - - By Newton [es] Date 2009-04-27 16:36
Ay, double licensing. Does that mean that I have to include myself in the copyright of the above textures as well because I made changes to them?
Parent - - By Günther [de] Date 2009-04-27 19:11
If your work was creative enough to warrant copyright, we need a license from you as well to be able to use it. Whether you require that you are mentioned as copyright holder is up to you, you can as well decide that we only need to mention the original artist.

Does anybody feel like reading the CC license in order to find out whether it is enough to collect all copyright holders in a central file without mentioning which pictures they contributed to, or whether we need to break that down?
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Parent - By Newton [es] Date 2009-04-27 19:32
I am pretty sure we need to break it down. We can put it into another file and refer it from COPYING to keep it from blowing up.

So when was my work creative enough to warrant copyright?
Parent - - By Newton [es] Date 2009-04-27 20:37
The (JPEG and sharpness) quality of the two is so bad that it can easily be resized to 256x256
Parent - By Günther [de] Date 2009-04-27 21:50
That depends on what scale they will be used at. But I'll retouch some defects from the second texture. I think they were caused by drops on the camera lens, not JPEG compression :-)
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Parent - - By Newton [es] Date 2009-04-30 13:43
(c) 2009 Tobias Zwick

Most are from my trip into the mountains yesterday. The ore texture is much better than the one posted before - which actually was just recoloured earth taken from here. Pyrit could be used as a iron ore texture or as another material which can be molten into iron just like ore.

I hereby license the following file(s) under the CC-by license
Parent - Date 2009-04-30 15:26
Parent - - By henry [de] Date 2009-04-30 15:32
The fourth looks not like ordinary rock? Ô_o
.oO(Newton was in a gold mine!!1)
Parent - - By Dragonclonk [de] Date 2009-05-09 13:42
I think that's a kind of quartz.
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Parent - - By Dragonclonk [de] Date 2009-05-11 16:42
I don't know...
But it doesn't seems the same as gold. :/
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Parent - By henry [de] Date 2009-05-11 21:01
But also not like quartz. ^_^
Parent - By Newton [es] Date 2009-05-09 23:59
Color corrected old ore texture to be a earth texture. (Best replace the old earth.jpg since it looks odd if earth and tunnel have the same distinct features)

I hereby license the following file(s) under the CC-by license
Parent - - By Newton [es] Date 2009-05-10 13:32 Edited 2009-05-10 21:57
Quartz. Crystals.........

I hereby license the following file(s) under the CC-by license 3.0
Parent - By Zapper [de] Date 2009-05-10 13:57
Looks nice and like the perfect candidate for normal mapping :)
Parent - - By Nachtfalter [de] Date 2009-05-10 14:27
Why we need Quartz?
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Parent - By Isilkor Date 2009-05-10 14:29
I could imagine this as a texture for Crystal (the magic stuff).
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Parent - By Carli [de] Date 2009-05-10 17:25
For Chip production (settlement with modern industries)
Parent - By Cani [de] Date 2009-05-10 18:09
to make glass or porcelain.
-> windows/buildings
-> containers for acid
Parent - By zagabar [se] Date 2009-05-21 22:00
Quartz is the most common mineral so having it wouldn't be out of place. =D (fan of realistic geology)
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Parent - - By Methos [de] Date 2009-05-16 18:24
What about using other textures depending on the zoom levels? Like in minimaps?
Parent - - By Carli [de] Date 2009-05-16 18:59
The problem is that the landscape is stored in a non-zoomed surface (like landscape.png in savedgames) and the pixels of this surface were manipulated by an explosion. I spoke with PeterW how to change it (see developers corner->zooming landscape <-- my suggestion), but just having greater textures does not work.
Parent - - By Methos [de] Date 2009-05-16 21:14
Why not? At least it would look better to change the textures with zooming.
Parent - - By Carli [de] Date 2009-05-18 08:47
you don't understand the problem.
we have just one __SURFACE__ that stores a picture of the landscape.
Just download the picture below, try to zoom it and try to draw an other texture on it and zoom it again.
Parent - - By Caesar [de] Date 2009-05-18 15:04
Should I tell you, how I do that with GIMP?...
I know, the comparison is poor.
Parent - - By Carli [de] Date 2009-05-18 15:19
it's not a comparison.
try it out. the problem is: you CAN NOT increase image quality in using other textures because the texture is drawn on the map first and then the map will be zoomed.
Parent - - By Caesar [de] Date 2009-05-18 16:02
There is a slight difference between texture and image. I double the size, mark by a 'magic wand' and copy a not-zoomed texture there. I know, the edges are not better, but the texture ist.
Parent - - By Carli [de] Date 2009-05-18 16:24
the texture of the material is drawn on a landscape image.
And this image is zoomed. That means the texture _and_ the edges will loose quality with zooming.
believe me, I read the related source code and it is not possible to increase texture resolution without changing whole landscape rendering source.
When you want to change this: well do it!
Parent - By Caesar [de] Date 2009-05-18 16:52
Okay, I should have hinted you directly... your comparison asked to do this on that Image. I never said it was easy to implement it. :/
Parent - - By Günther [de] Date 2009-05-18 19:18

> believe me, I read the related source code and it is not possible to increase texture resolution without changing whole landscape rendering source.


Which is not that much work. Peter checked a version doing that into the redwolf design subversion repository some time ago, but it was backed out again because it was too slow. Somebody should probably put it on a mercurial branch now.
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Parent - - By Carli [de] Date 2009-05-19 08:00
it was too slow?
oh i know - like all clonk draw-callbacks they were calculated by CPU and not by using the graphic accelerator.
Parent - - By zagabar [se] Date 2009-05-19 10:58
Isn't this a time to change that?
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Parent - - By Carli [de] Date 2009-05-20 14:02
yes - it's time to change that - but i saw that it would be quite hard.
i know how to implement it in OpenGL but then it would be incompatible to DX.
Parent - - By zagabar [se] Date 2009-05-21 16:17
Why is DX a requirement? What would it mean to drop DX compability? Doesn't everyone has open GL`?
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Parent - - By Günther [de] Date 2009-05-21 16:52
Please, we already had this discussion. There is no need to implement a feature for both APIs. Of course, the polite thing to do is to not make the work of maintaining the other one more difficult than it needs to be, but that is only a question of "how?", not "what?". For example, if you need a new method, make it a virtual method of the abstraction class and provide one implementation so that to fill in the code for the other API one only has to change the 3d API specific code, not the common code.
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Parent - - By MrBeast [de] Date 2009-05-21 17:35
btw. I think it doesnt really belongs into the garbage dumb... it was a more or less serious discussion.

A small summary:
Pro:
It can use the same code on all systems:
  about half graphiccode needed to implement new features.
  about half graphiccode to debug
Less non-OpenSource-Libs are used.

Contra:
In some case OpenGL don't work as good on windows as DirectX
Some devs want to have DirectX in the clonk code cause they are not able to code openGL / are DirectX Freaks.
A small amount of Code is needed to make it work on Windows properly
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