Outerra forum

User mods, screenshots & videos => Textures => Topic started by: KelvinNZ on March 04, 2013, 03:35:54 am

Title: more texture variations
Post by: KelvinNZ on March 04, 2013, 03:35:54 am
(http://i.minus.com/i1B5v9EACRiQN.jpg)

(http://i.minus.com/ie6ioxaqkhrLu.jpg)

(http://i.minus.com/iTVsDgVuzDks4.jpg)

(http://i.minus.com/ibf5EM90UY4Kaf.jpg)

(http://i.minus.com/ibnMsT7NpxVNfQ.jpg)

(http://i.minus.com/iW2buiDi89REX.jpg)

(http://i.minus.com/i3HwFmZNvVsEj.jpg)

(http://i.minus.com/iDnClxQ8hUh4M.jpg)

(http://i.minus.com/i85hAWGe2Hafc.jpg)

Title: Re: more texture variations
Post by: ZeosPantera on March 04, 2013, 03:38:25 am
You are like an unstoppable machine.
Title: Re: more texture variations
Post by: KelvinNZ on March 04, 2013, 03:43:33 am
You are like an unstoppable machine.

I have no brakes!
Title: Re: more texture variations
Post by: Foxiol on March 07, 2013, 03:57:03 pm
Wow, this is looking incredible. Look at pictures #5 and #6 (in that order) wow.
Title: Re: more texture variations
Post by: Pollux on March 07, 2013, 05:15:14 pm
Yes WOW.. I like that  ;)
Title: Re: more texture variations
Post by: sniperwolfpk5 on March 07, 2013, 11:05:55 pm
Texture man (Kelvinr) is on fire :o
Title: Re: more texture variations
Post by: Bartolomeus on March 08, 2013, 05:52:01 am
Great texturing job! Looks amazing.

Marko
Title: Re: more texture variations
Post by: GHAO on March 08, 2013, 04:09:06 pm
Well, if we ever need textures for Mars, look at picture 5 :P Amazing stuff Kelvin!
Title: Re: more texture variations
Post by: PytonPago on March 10, 2013, 04:12:49 am
Thumbs up for this textures, cant wait to see them combined in the wast spaces !
Title: Re: more texture variations
Post by: KelvinNZ on March 12, 2013, 04:50:31 am
Outerra Horizon of Hills (http://www.youtube.com/watch?v=ewgofTLILJs#ws)
Title: Re: more texture variations
Post by: KelvinNZ on March 12, 2013, 05:25:34 am
And another...

Outerra Hills are alive (http://www.youtube.com/watch?v=p4P921Kz9a8#)
Title: Re: more texture variations
Post by: Luishi5k0 on March 12, 2013, 06:24:41 pm
Wonderful work Kelvinr! Keep it up! All of this is getting me even more excited for biomes!
Title: Re: more texture variations
Post by: PytonPago on March 14, 2013, 05:05:05 am
The first vid is just thrilling Kelvinr .. and the combination of bird-like flight and music is just Epic ! When a lot of work is done (biomes and weather), it would make a nice prop vid. (or a prop. demo mode - BirdLife) done like that. Seems you do a great texture and vid. creator.
Title: Re: more texture variations
Post by: KelvinNZ on March 14, 2013, 05:12:02 am
Thanks for the comments. I do strive for perfection. OT deserves the effort. I'm only displaying what Brano and co have made. They deserve the applaud also.
Title: Re: more texture variations
Post by: Steve.Wilson on March 14, 2013, 03:16:34 pm
Kelvin, sorry if this has been asked and answered elsewhere, but are you now the official biome texture guy?  Gorgeous stuff....in some cases so real the video induced a brief sense of vertigo.  Mindwatering.
Title: Re: more texture variations
Post by: KelvinNZ on March 14, 2013, 08:21:37 pm
Hi Steve,

Well no official contracts or anything, I am assisting Brano with obtaining and processing textures that have potential to be used as Biome textures. But I guess other than him I suppose I am the only other working on workable textures. To avoid a plethora of questions I am unable to answer any how, what, when, or where questions regarding the Biomes, let's leave these up to Brano to answer. I don't know a whole lot from what the community knows anyway.

Cheers,

Kelvin
Title: Re: more texture variations
Post by: Steve.Wilson on March 14, 2013, 09:00:28 pm
Fair enough, Kelvin.  I know enough to leave well enough alone on development details.  It's ready when it's ready, which is always _at least_ two weeks from now.  :D
Title: Re: more texture variations
Post by: KelvinNZ on March 14, 2013, 09:12:29 pm
No trouble I'm looking forward to biomes as everyone else is. Will take our world to the next level. :D
Title: Re: more texture variations
Post by: monks on March 14, 2013, 09:21:15 pm
Simply beautiful work Kelvinr! Loved the vids. I especially liked the distance shots, looking over the terrain. Can't wait for it all to come online. :)

monks
Title: Re: more texture variations
Post by: KelvinNZ on March 15, 2013, 05:41:38 am
Beauty is Outerra!

NaturesDream (http://www.youtube.com/watch?v=oLVSjNWRK_I#ws)
Title: Re: more texture variations
Post by: KelvinNZ on March 15, 2013, 06:25:15 am
Final Beauty shot

Height (http://www.youtube.com/watch?v=BYjjoX3lqNI#ws)
Title: Re: more texture variations
Post by: knorko on March 15, 2013, 07:14:44 am
kelvin, you are the man!
Title: Re: more texture variations
Post by: cameni on March 15, 2013, 09:56:22 am
Kelvin, sorry if this has been asked and answered elsewhere, but are you now the official biome texture guy?  Gorgeous stuff....in some cases so real the video induced a brief sense of vertigo.  Mindwatering.
Kelvin is tenaciously working towards becoming our court terrain texturer, and he's doing a great job. We will be including some of his work in the next build.
But he's doing much more - collecting and preparing the textures and data that will be essential for the biome support.
Title: Re: more texture variations
Post by: Steve.Wilson on March 15, 2013, 11:36:21 am
Awesome news.   When we get what amounts to something that looks like Terragen in real time, and we get to fly and drive in it....  my mind boggles.  Great team you've got, Brano!
Title: Re: more texture variations
Post by: Luishi5k0 on March 15, 2013, 05:54:17 pm
So in the next build do you mean that you are making it so textures will me more varied in more regions or are you just talking about replacing the textures that are currently there?
Title: Re: more texture variations
Post by: Pollux on March 15, 2013, 06:23:44 pm
Can't wait to try it.  Bravo Kelvin, this is awesome.
Title: Re: more texture variations
Post by: KelvinNZ on March 15, 2013, 07:40:09 pm
Thanks, the results even surprise me sometimes.
Title: Re: more texture variations
Post by: AKNightHawk on March 16, 2013, 11:59:33 am
Yeah this has to be some of the most realistic textures to date. It looks simply awesome as heck great job indeed.
Title: Re: more texture variations
Post by: KelvinNZ on March 17, 2013, 05:49:45 am
My textures will be replacement only but will take OT off the chart even if its only a single replacement set. prepare to jawdrop...
Title: Re: more texture variations
Post by: ZeosPantera on March 17, 2013, 12:20:50 pm
Now we just need someone to start working on procedural trees of 999 types. As the 2D sprites wear thin on the public attention.
Title: Re: more texture variations
Post by: GHAO on March 17, 2013, 03:19:42 pm
My god the detail... I wonder if any films will ever use Outerra for the landscaping? (just thought about it because of the Morricone music in the fist vid :P)
Title: Re: more texture variations
Post by: sniperwolfpk5 on March 18, 2013, 12:48:12 am
Kelvinr congrates! soon you will find a good job either here or any good company
Title: Re: more texture variations
Post by: KelvinNZ on March 19, 2013, 01:55:17 pm
I present to you, the people of Outerra forum, Bird on a wire:

I apologise for the poor quality with the transitions between scenes but wanted to get the video out to show, I should have really got it right before showing.

Further enhancements to Outerra terrain textures (http://www.youtube.com/watch?v=afFb2JU45gA#ws)

Title: Re: more texture variations
Post by: KelvinNZ on March 20, 2013, 05:17:55 am
Yet a couple more texture teasers. Please feel free to comment as I really am looking to make my textures as convincing as possible. To be able to do this your feedback is appreciated.

(http://i.minus.com/ibgcU9dzNrqBqm.jpg)

(http://i.minus.com/iByFVbRP2zZsf.jpg)

Title: Re: more texture variations
Post by: SpaceFlight on March 20, 2013, 05:59:10 am
The textures look really great.
The next question for me would be, how will they mix with the 3D trees and possible plants and bushes?
It will probably be easier to tweak them once trees can be put beside or 'on' the textures for comparison.
Title: Re: more texture variations
Post by: ZeosPantera on March 20, 2013, 06:11:08 am
I think once these textures are NOT everywhere they will be fantastic. They need to make the ground vary a bit more. Those screen look wonderful. Some native foliage in each and BLAM. Best thing ever.
Title: Re: more texture variations
Post by: KelvinNZ on March 20, 2013, 06:14:51 am
yes, repetition is there. However once Biomes are in place then you will see the difference. Also, once things like rivers and down the track other plugin scenery OT will look beyond our dreams i'm sure.
Title: Re: more texture variations
Post by: christibbs on March 20, 2013, 06:59:20 am
the textures look great, but your camera work in those videos is a little disorientating. It actually makes it hard to watch, I know its difficult because you want to make it interesting (its hard without animated characters). Maybe try sticking to more conventional angles.
Title: Re: more texture variations
Post by: knorko on March 20, 2013, 12:56:05 pm
So are you still working on several types of textures or are you preparing for the one great overhaul of the outerra default look?
and if you do provide a whole set of textures, will it be possible to switch between them ingame or do we still have to cut-and-copy them in the textures folder?
oh and by the way: when can we get our hands on that next version? :-)
and by the way of the way: you are really delivering great work here. i'm sure your contribution to this will be long and prosperous!
Title: Re: more texture variations
Post by: KelvinNZ on March 20, 2013, 02:11:07 pm
Thanks for the comments. Yes the video isnt my best work  in terms of production quality. At present the next build will only be a replacement set. Biomes are alot of work but Brano is working effortlessly among other current comittments to make it happen as with I with the textures.
Title: Re: more texture variations
Post by: KelvinNZ on March 20, 2013, 02:22:43 pm
oh, and the next build will be ready in due course, in Brano's defense there is a lot of work to do, however, he has his mind set to get the Biomes sorted.
Title: Re: more texture variations
Post by: KelvinNZ on March 20, 2013, 04:28:43 pm
So are you still working on several types of textures or are you preparing for the one great overhaul of the outerra default look?
and if you do provide a whole set of textures, will it be possible to switch between them ingame or do we still have to cut-and-copy them in the textures folder?
oh and by the way: when can we get our hands on that next version? :-)
and by the way of the way: you are really delivering great work here. i'm sure your contribution to this will be long and prosperous!

I believe Brano plans to release the Biome tech in a thinned out version to start with to test lower end systems then more and more textures will be called as the Biome system is proven. At present you have to copy over textures manually.
Title: Re: more texture variations
Post by: KelvinNZ on March 31, 2013, 12:58:14 am
Outerra Rocks, to compliment the Biome system. All accurately match to their real world counterparts.

Please note all other textures do not necessarily reflect the textures in the end product this is purely a representation of the rocks only.

(http://i.minus.com/iqPtOgeo3ZzuZ.jpg)

(http://i.minus.com/i1Kt0ttkDbvyH.jpg)

(http://i.minus.com/iPZcpN7hnnUHv.jpg)

(http://i.minus.com/ibbhyCoN2mzybP.jpg)

(http://i.minus.com/icGuFRM9TJsrb.jpg)

(http://i.minus.com/icKErcJQLDYrA.jpg)

(http://i.minus.com/iSRB8lO7UgBtQ.jpg)

(http://i.minus.com/ibeFuXitPfWWmi.jpg)

(http://i.minus.com/ihELZQmezPc3M.jpg)

(http://i.minus.com/i3KWSZhgezgDR.jpg)

(http://i.minus.com/iiqxmlkuHLVuT.jpg)

(http://i.minus.com/iCfbvIrT196WA.jpg)

K.
Title: Re: more texture variations
Post by: ZeosPantera on March 31, 2013, 01:13:33 am
Those are some nice rocks there.. Seems like there need to be some darker ones. My area with the granite. It is dark.
Title: Re: more texture variations
Post by: KelvinNZ on March 31, 2013, 01:38:25 am
These are only a quick selection and are not all the textures. The're should be enough variety to reflect the common types. Remember, at this point in time the amount of textures is governed by current hardware.
Title: Re: more texture variations
Post by: Midviki on March 31, 2013, 01:17:28 pm
Kelvinr... you are a god.  :P

The only thing that Cameni would need to tweak, or leave it on the player to be able to tweak it, is the way that the geometry of the rocks is stretching.It is showing the 'hack' off. :)

For example you can see the stretching that I marked on one of the screenshots.And this is my own opinion of what may be improved :

*And beware this is just a design point of view to the naked eye.*

[Legend]:

- Black = perfect ( good ^ )

- White = acceptable ( decent ^ )

- Dark Red = bothering to the eye ( pour ^ )

Have a look:

(http://i.minus.com/jb21jI9vO7hpAX.jpg) (http://minus.com/lb21jI9vO7hpAX)


Hope you appreciate the feedback.It is not easy for me criticizing your awesome and beloved engine (I know it feels like having, rooting... and the protective maternal instincts that you would have as on your own child ).  ;D :P
Title: Re: more texture variations
Post by: ZeosPantera on March 31, 2013, 02:01:41 pm
I think this has a load to do with terrain not self-shadowing.. Once that is fixed this scene will look MUCH different.
Title: Re: more texture variations
Post by: cameni on March 31, 2013, 02:17:22 pm
Hmm, I can't say I see a clear distinction between the good and bad from that screenshot, but that doesn't mean I don't know about the issues :)
There are places where the displacement creates some kind of narrow slivers (or how to put it in English). It's usually on the edges of tiles for some reason, definitely a bug in the continuity of the horizontal displacement equation.

Anyway, at this time the displacement is purely fractal, and that generates always a same-looking pattern. Rocks will be using another mask generating shapes characteristic for different rock types. Therefore the displacement effect will change, hence I'm not bothering with this now.
Title: Re: more texture variations
Post by: Midviki on March 31, 2013, 03:57:06 pm
This sounds like great / amazing 'news'.

But speaking of this 'different rock types', have you thought of investing time just for a few 'nailed to the wall' textures ( like how many can Kelvinr may be able to create, as he wishes ) and unchangeable texture / geometry.And for the rest you can let the user work for them? ( I meant that a few textures should be in order from the engine itself like an example or the samples that Kelvinr is creating.. but a more wide diversity of textures should be created by the user)

I mean... I would love to have the power in my hands to manipulate the shape of the geometry and texture.Like being able to introduce my own set of 3D vector coordinates to change the parameters of the algorithms that you created, and introduce my own photo-shop made textures on top of that geometry.And not needing to hack the files, and probably breaching some kind of legal right from the contract agreement, and instead have a interface for this kind of 'freedom'.

And to give you an example..

For example lets say we have a beach with sand.As you see it... the beach is empty.But you can apply and "invisible road" ( like the current road, but with no texture in it, but instead you will have pre-made objects ), and on that 'invisible road' you can add objects made from 3D coordinates or import a model of a small rock or multiple rocks that you want to mix, because you want on that area to be populated only with that kind of object.And you can set parameters like how many rocks(or pebbles) of that type you want to have per square meter.And those rocks would be converted from the 3D geometry of the model you have imported or the handmade coordinates of the geometry that you applied to the script.And other parameters like the height where the rocks should be placed, the density per square meter / feet of their nature.

You could even place this in the air, like some floating rocks, or asteroid belt ( but there I guess it will be another method, but lets stick 'small' ).Anyway the 'rocks' or material that you apply would be attached in to the geometry and texture like a road, on top of the original terrain.Like if you want to remove 1 rock or dig with a shovel you will hit the original sand texture from underneath, and place the entire geometry of the 'rock' that you shoved out from that spot with the shovel someplace, somewhere near.

Or even remove it for good from the plain of the 'wave' that is embedded in to the original texture ( like the current roads ) trough the 'wave plain'.And put it in your truck and use it for building stuff or making something with them, like a 'natural' dam on a river or before a waterfall or something.And the 'plain' it would be like a 'wave' type 'road' appliance as I said similar to the current road appliance.Only that the 'terrain' geometry from it could be modified not only when in the engine in the 'edit mode', but more likely when stepping with a large truck on those beach rocks they will go deep inside the sand because of the weight of the truck passing over them, and leaving a trail as in reality.

And you could do the same with the current geometry / texture appliances of the roads we have now.Or for example the gravel road to transform it, so that each pebble would have its own thing going on when you pass with a car / truck over it.Plus the movement of the geometry when stepping on them or something like that could have a sound, like in reality.The friction from the 'wave'-like movement when forces applied.Or those 'objects' can be trees rooted in the ground, that you make in some 3D modeling software.. and you can struck them down to the ground with your truck or car, and cut them in to pieces, load them in your vehicle and etc.. ( but this may be a bit off from the 'simple' idea that I started in the beginning of this reply ).


Hope you like the idea if you haven't thought of it yet.And maybe one of the multiple things I said here becomes reality.
Title: Re: more texture variations
Post by: cameni on April 01, 2013, 05:13:08 am
If I understand you right, you basically described how the vector overlay is going to work by altering the terrain materials and other terrain parameters. Well except the insanity of "every pebble" being simulated when a car goes over it. I guess doing the math of how many pebbles there are would cure it ;)

Besides, you mainly need to push down the dirt. While the simulation of individual dirt particles not viable, the tech used for the craters can be used for imprinting the tire trails, both in the texture and geometry. Generally, OT tries to match the outcome, not to simulate it, because the latter is considerably more computationally expensive.
Title: Re: more texture variations
Post by: Sam on April 01, 2013, 05:57:56 am
For example lets say we have a beach with sand.As you see it... the beach is empty.But you can apply and "invisible road" ( like the current road, but with no texture in it, but instead you will have pre-made objects ), and on that 'invisible road' you can add objects made from 3D coordinates or import a model of a small rock or multiple rocks that you want to mix, because you want on that area to be populated only with that kind of object.And you can set parameters like how many rocks(or pebbles) of that type you want to have per square meter.And those rocks would be converted from the 3D geometry of the model you have imported or the handmade coordinates of the geometry that you applied to the script.And other parameters like the height where the rocks should be placed, the density per square meter / feet of their nature.
That's a real good idea.  ;) So you can build the world much more different.
Once more the example rocks. The rocks from Hawaii looks much different than the Rocks from the Alpes for example. So I think, it's not so easy to find a way to build different rocks (and landscapes as well  ??? )
Title: Re: more texture variations
Post by: Midviki on April 01, 2013, 12:12:32 pm
That's a real good idea.  ;) So you can build the world much more different.
Once more the example rocks. The rocks from Hawaii looks much different than the Rocks from the Alpes for example. So I think, it's not so easy to find a way to build different rocks (and landscapes as well  ??? )

Another thing would be... a 3D model with rocks made by you.. and each rock would be a different editable mesh / poly .. and if you do a script for the imported object.If the rocks are stuck in to the ground, the terrain around them would be around them and the object would not go trough the ground.Like a small crater under the rock, the original terrain would not touch the model, but it will act like a glove, sticking at a few millimeters from the object.And the script will make the objects be individual, so if in a sheet of 20 rocks you remove one... you can take that one home. :)
Title: Re: more texture variations
Post by: KelvinNZ on April 02, 2013, 04:27:07 am
Basalt rock texture sample

Basalt rock type for Outerra (http://www.youtube.com/watch?v=URxv2B2Uocc#)


Title: Re: more texture variations
Post by: PytonPago on April 02, 2013, 06:03:28 am
Basalt rock texture sample

Looking good ..
Title: Re: more texture variations
Post by: Ozybolairy on April 02, 2013, 06:36:47 am
Hi Kelvinr,

you may or may not be the one to answer this question, but are the rock models the same throughout the engine despite the texture, e.g. this video shows basalt rock, but what would the model look like if it were slate or chalk?

is there a plan to produce a landslide type texture as all mountains would have this to some degree?

keep up the excellent work. I can't wait to seen all these applied to Outerra at the same time so each rock formation in each continent looks slightly different!
Title: Re: more texture variations
Post by: cameni on April 02, 2013, 07:21:12 am
The way the rocks are procedurally created currently is purely fractal driven, and that generates always a same-looking pattern. We will be using another displacement texture generating shapes characteristic for different rock types.
Title: Re: more texture variations
Post by: ZeosPantera on April 02, 2013, 01:06:34 pm
That look amazing.
Title: Re: more texture variations
Post by: Timmo on April 02, 2013, 06:21:24 pm
The way the rocks are procedurally created currently is purely fractal driven, and that generates always a same-looking pattern. We will be using another displacement texture generating shapes characteristic for different rock types.

Ahh the beauty of using fractals :)

Will the variables in the fractal equations used to create the different fractal 'noise' for each land/biome type be exposed to the user? This could be another way the community could mod the assets of the engine by coming up with new biomes (which themselves would be a combination of fractal parameters, textures and related data which places them geographically)
Title: Re: more texture variations
Post by: KelvinNZ on April 03, 2013, 05:23:00 am
Not sure Timmo, this would be a question Brano could answer better than me. All I can say is that shape files will be used as another layer on the rocks to create each different rock formation.

K.
Title: Re: more texture variations
Post by: Edding3000 on April 03, 2013, 07:27:20 am
The way the rocks are procedurally created currently is purely fractal driven, and that generates always a same-looking pattern. We will be using another displacement texture generating shapes characteristic for different rock types.

Ahh the beauty of using fractals :)

Will the variables in the fractal equations used to create the different fractal 'noise' for each land/biome type be exposed to the user? This could be another way the community could mod the assets of the engine by coming up with new biomes (which themselves would be a combination of fractal parameters, textures and related data which places them geographically)
It might be a very interesting add-on to make the variables/parameters available in an ini file for the user to adjust/tweak.
Shouldnt be a real big deal if you ask me. The only thing is that when they cannot hard code the variables in the shaders, but will have to set them in c++.
Title: Re: more texture variations
Post by: cameni on April 03, 2013, 08:07:38 am
Some of it should be adjustable via some cfg file, things like material distribution within the biomes. But the biome control data are compiled in a dataset created from raw source data (biome/climate maps) in a way suitable for the probabilistic fractal mixer, these can't be modified without recompiling the whole dataset.
Title: Re: more texture variations
Post by: Edding3000 on April 03, 2013, 10:53:57 am
Some of it should be adjustable via some cfg file, things like material distribution within the biomes. But the biome control data are compiled in a dataset created from raw source data (biome/climate maps) in a way suitable for the probabilistic fractal mixer, these can't be modified without recompiling the whole dataset.
Isnt the fractal data made at runtime? Some parts of it are compiled?

Btw: Any update on biomes?? When can we expect a sneak preview of that glorious system? :)
Title: Re: more texture variations
Post by: PytonPago on April 03, 2013, 12:32:15 pm
Btw: Any update on biomes?? When can we expect a sneak preview of that glorious system? :)


 .. i think it will take some more time, a lot of things at their hands for biomes to come. Doe, i will regret not a second ... im sure of that.
Title: Re: more texture variations
Post by: KelvinNZ on April 06, 2013, 11:51:30 pm
New texture for crater dirt now included in the latest build.

(http://i.minus.com/ibpiPkkFiJ28VG.jpg)

K.
Title: Re: more texture variations
Post by: ZeosPantera on April 07, 2013, 01:07:58 am
looks a lot better Kelvin. Where do these go?
Title: Re: more texture variations
Post by: KelvinNZ on April 07, 2013, 01:48:27 am
Hi Zeos,

Sorry, I should have put instructions in the zip file first. I have done this now. But for those who have already downloaded it do the following:

1) Backup your original files first...[Outerra folder]\terrain\ground
2) Copy files to [Outerra folder]\terrain\ground
3) Enjoy!
Title: Re: more texture variations
Post by: PytonPago on April 07, 2013, 02:05:12 am
really nice ...
Title: Re: more texture variations
Post by: PytonPago on April 07, 2013, 02:20:59 am
If I understand you right, you basically described how the vector overlay is going to work by altering the terrain materials and other terrain parameters. Well except the insanity of "every pebble" being simulated when a car goes over it. I guess doing the math of how many pebbles there are would cure it ;)

Besides, you mainly need to push down the dirt. While the simulation of individual dirt particles not viable, the tech used for the craters can be used for imprinting the tire trails, both in the texture and geometry. Generally, OT tries to match the outcome, not to simulate it, because the latter is considerably more computationally expensive.

 ... so, hawing an tire imprint as a function of car weight, wetness of ground (could be based on some specific ground texture(maybe even its local space in tiles) and time of raining on an spec. region (witch would drop after being sunny for a certain time) once the biomes and weather is done - just a humidity index calculated for each sector of the terrain data - maybe for 25x25 km (+ -) regions and the smaller would just have some local variability. Craters could have a humidity depending geometry too (just imagine a bomb in swamps).
Title: Re: more texture variations
Post by: KelvinNZ on April 08, 2013, 03:39:36 am
New dirt texture to match the crater dirt texture now included in the latest build.

(http://i.minus.com/ibeXs3DqquTosi.jpg)

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 10, 2013, 08:20:01 pm
Some sand texture variations I've been working on that reflect the different sand colours from around the world.

yellow
(http://i.minus.com/ibhcNEJLOq4M2b.jpg)
(http://i.minus.com/ig0kGSy46j4fv.jpg)

white
(http://i.minus.com/ijBoEJRC9YpWC.jpg)
(http://i.minus.com/ibvIBbXi4wJCj6.jpg)

tan
(http://i.minus.com/ibdi2FgnNLK2PB.jpg)
(http://i.minus.com/i6EXgGhuqImkK.jpg)

pink
(http://i.minus.com/i3GmFZmqDiEOL.jpg)
(http://i.minus.com/iCMBZregWOXlC.jpg)

orange
(http://i.minus.com/ibval9F4kjIjUh.jpg)
(http://i.minus.com/iDimOAXoBlr2.jpg)

grey
(http://i.minus.com/i1hXSdaZsfWJj.jpg)
(http://i.minus.com/ib1tJHiCDCZljE.jpg)
Title: Re: more texture variations
Post by: ZeosPantera on May 10, 2013, 11:07:08 pm
I wouldn't want to walk on ANY of those rocky sand beaches.
Title: Re: more texture variations
Post by: KelvinNZ on May 10, 2013, 11:20:58 pm
Not even the pink one?
Title: Re: more texture variations
Post by: ZeosPantera on May 10, 2013, 11:49:29 pm
My feet would bleed. There needs to be a certain amount of quelling on beach rocks. Then there needs to be Really REALLY rocky shores.

(http://i.imgur.com/Ggxo2IW.jpg)
Title: Re: more texture variations
Post by: Revolver on May 11, 2013, 12:00:46 am
Dear Kelvinr,

you may take no photos as a presentation, because you do not show which filters was used.Moreover, your monitor should be calibrated and be no TFT, but CRT if you work with graphics. In addition must always think you that the Engine even in the state is to be changed the colour.When look time with, you must always find time 12:00. Should be as a small advice of me. 
Sorry for mine in English, but I hopes you understand what I would like to say.  ;)

BR,
Stefan
Title: Re: more texture variations
Post by: KelvinNZ on May 11, 2013, 12:32:15 am
These textures are simply homogenous textures that will purely be used as such. The Biome compiler should handle the colouring from the MODIS map in terms of the Biome areas. The textures here are positioned at 12:00. At the end of the day there would be very little manual colouring expected as far as I understand, with an exception to a few places the MODIS map will be colouring as per this method.

Edit: the textures when created were created at the 12:00. However, the above shots differ to try to show the texture definition as 12:00 does not show this very well. Misleading in my above statement, sorry about that.

Cheers,

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 11, 2013, 03:28:53 am
still coming along nicely...

(http://i.minus.com/i5t9vcb87GIv4.jpg)

(http://i.minus.com/ibmlzzNiWkb6eZ.jpg)

(http://i.minus.com/iSnfoqvlWE9Q3.jpg)

(http://i.minus.com/i1WSKg3exNaJ1.jpg)

Cheers,

K.
Title: Re: more texture variations
Post by: M7 on May 11, 2013, 03:50:52 am
Hou yeah!!!!! :o
Title: Re: more texture variations
Post by: PytonPago on May 11, 2013, 04:03:36 am

The first and third just ROCK ! ...
Title: Re: more texture variations
Post by: KelvinNZ on May 11, 2013, 04:06:30 am
Thanks.
Title: Re: more texture variations
Post by: PytonPago on May 11, 2013, 04:55:15 am
... i just mention that the grass-base texture doesnt do with the second one well at the borders visually (first sun-scorched ones are nice, cause vegetation tends to rise of its last places at such conditions, so the dead leafs make a good impression, in the second its a typical naturallity of such stony/water(and stress) eroded spaces) ... but when the flora gets a big-bang, it may be settled, so im not offending at all, by itself, its a well done job just as the other ones. Cant wait till they are implemented OT wide : )
Title: Re: more texture variations
Post by: KelvinNZ on May 11, 2013, 05:05:15 am
... i just mention that the grass-base texture doesnt do with the second one well at the borders visually (first sun-scorched ones are nice, cause vegetation tends to rise of its last places at such conditions, so the dead leafs make a good impression, in the second its a typical naturallity of such stony/water(and stress) eroded spaces) ... but when the flora gets a big-bang, it may be settled, so im not offending at all, by itself, its a well done job just as the other ones. Cant wait till they are implemented OT wide : )

Oh, disregard that grass texture, that is actually a dead grass texture I was playing with. I just didn't copy the original one back mainly because as I test all my textures I am testing a specific one and to keep changing the ones I don't really care about at that time back to the original just means more time to do it so I don't bother. These were purely just to show the ground dirt/gravel textures. No worries.

Cheers,

K.
Title: Re: more texture variations
Post by: GHAO on May 11, 2013, 04:15:07 pm
They look so nice, Kelvin, I can't wait for the release dates of these :)
However I think making all those tiny pebbles that were part of the texture suddenly react correctly will be hard... I want that Tatra to be wheelspinning and kicking up those rocks!
Title: Re: more texture variations
Post by: KelvinNZ on May 11, 2013, 06:09:32 pm
The textures won't necessarily be where you see them in the screenshots, just using that particular area to show off the texture. The Biome textures sets have to at least reflect a correct Biome and that means where the textures are but to start with Brano wants to just apply a minimalistic set to see what the performance is like first before expanding on the Biome textures further.

Cheers,

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 13, 2013, 04:44:25 am
Showing off a desert rock type, I'm liking this one  :D

Showing off a desert rock type in Outerra (http://www.youtube.com/watch?v=spArj_-O_xw#ws)
Title: Re: more texture variations
Post by: PytonPago on May 13, 2013, 05:44:11 am
Showing off a desert rock type, I'm liking this one  :D

Kelvinr, if Mother Earth can perform external emotion fluctuations, im pretty sure that Nevada just smiles right now.  ...  It just got ruled !  8) ...  You should probably call to ISS for conformation and photo till they change the crew at 7 PM.  ... 
Title: Re: more texture variations
Post by: KelvinNZ on May 13, 2013, 06:06:28 am
hehe, thanks for the kind words. Here's a few more shots of my handy work.

(http://i.minus.com/iblhsWO5azQXBk.jpg)

(http://i.minus.com/ib1LopLPT1cQ29.jpg)

(http://i.minus.com/inkeriUIYVCLK.jpg)

(http://i.minus.com/ibfoqXWpo4ZByT.jpg)
Title: Re: more texture variations
Post by: Sam on May 13, 2013, 01:15:24 pm
Real great work Kelvinr  8)
Title: Re: more texture variations
Post by: Finland on May 13, 2013, 03:50:17 pm
This is amazing! Not to sound like a goober, but is there anything to download at the moment? Or is this all still under wraps/WIP?
Title: Re: more texture variations
Post by: KelvinNZ on May 13, 2013, 04:03:54 pm
This is all WIP at the moment. Just showing off some of the possibilities  :) there would still need to be testing once applied in the Biome system to see if they will all come together as I'm sure we all want them to look good.

cheers,

K.
Title: Re: more texture variations
Post by: Finland on May 13, 2013, 04:07:13 pm
Okay, this is all really awesome work! I've been waiting to explore the North American deserts since I first bought the alpha! :]
Title: Re: more texture variations
Post by: ZeosPantera on May 13, 2013, 04:11:13 pm
Can't wait for Death Valley..
Title: Re: more texture variations
Post by: KelvinNZ on May 14, 2013, 04:56:09 am
This is hi definition grass with normal maps applied

(http://i.minus.com/iqRhUNU2UUP3C.jpg)

Cheers,

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 14, 2013, 05:03:59 am
One more hi definition grass texture with normal maps applied

(http://i.minus.com/icKQSeYVtaQII.jpg)

Cheers,

K.

Title: Re: more texture variations
Post by: flandan on May 14, 2013, 10:17:53 am
These are looking really great so far :D Are there any plans for specular maps? I feel like allot of the textures would really come alive with some glints and reflectance. Especially rocks on the larger scales.

Keep it up.
Title: Re: more texture variations
Post by: PytonPago on May 14, 2013, 12:06:28 pm
Both looking great ! It would be awesome if OT would handle them all, cause you could do such neat biomes based on fine weather conditions like this in all of its types in great detail and reality.  ... looking forward for all !
Title: Re: more texture variations
Post by: ZeosPantera on May 14, 2013, 01:02:56 pm
It would be awesome if OT would handle them all

You typed that wrong.

.. It WILL be awesome WHEN OT CAN handle them all
Title: Re: more texture variations
Post by: PytonPago on May 14, 2013, 01:26:16 pm
It would be awesome if OT would handle them all

You typed that wrong.

.. It WILL be awesome WHEN OT CAN handle them all


 Youre right Zeos ! Oh my !  :o .... Cameny, Angrypig, sorry for underestimating you and your great creation ...

 ... But, that means, we need at least 68 different types of ground textures for each of the whole lot of biomes and a set of 80 + for the mining-set minerals for future caves, each with its uniqueness and awesomeness stretching combined around the wast empty spaces of OT-E later generated for each region on wheater and mech. damage indexes, hawing theyr friction coeficient for vehicle-interaction !!! And when the flora-work starts ... (i should probably, in the mean time, start getting into possible nucleous C-nanotube neural network hardware research  ???)
     
Dont worry Kelvinr, just babbling around  ;D dont get a heart attack - doe, you get a serious honor feedback, when you do such a thing. (and i thing all can agree that you have what it takes to do so ;) )
Title: Re: more texture variations
Post by: KelvinNZ on May 14, 2013, 03:30:56 pm
thanks for all your kind words. I know at this stage the complete biome system texture list has not been finalised, at least that I know of. the big problem with textures is that they still need to be loaded on the gpu memory so there will need to be a cap on them until all end user hardware can support a large amount of textures.

I think there's 15 biomes that will be used with each biome containing a region. I can't really say more because the structure here has also not been finalised but I can say that I'm sure the initial release should be much better than what we have now given even a conservative texture number.

oh yes, I believe there will be additional texture enhancements as it would be good to have some reflectance and more depth to textures.
cheers,

K
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 01:03:55 am
testing forest floor type covering with embedded rocks in the ground and general grassy material with normal maps.

(http://i.minus.com/ibpCC9T8ozKYvJ.jpg)

Cheers,

K
Title: Re: more texture variations
Post by: Ozybolairy on May 15, 2013, 03:46:20 am
Any idea how all these textures you're creating are going to interconnect? e.g. going from grass to sand or snow. Will it be the same as it is currently handled with patches of the second texture slowly increasing to a full change or will there be something more subtle.  I ask this because the embedded rock texture looks like it could provide a better transition between grass and mountain rock textures for example.
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 04:04:23 am
Hi Ozy,

As I understand it, all the textures will eventually be used to define each Biome area. They will all be linked together by the Biome compiler but if you need more specifics about the method in which the Biome compiler will connect/link all the textures I will need to refer you to Brano to answer as I don't want to give the wrong information. My sole area of focus and knowledge primarily stands with the texturing and some other information that needs to be considered to make them correctly.

I am aware that Brano is quite busy and focused on OT at present so I would take it easy on him if he doesn't come back immediately. I'm sure he will come back to answer this question in due course  :)

Cheers,

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 05:25:04 am
End of the road!!

(http://i.minus.com/iqALovYuO6nbd.jpg)

K.
Title: Re: more texture variations
Post by: PytonPago on May 15, 2013, 11:12:48 am
End of the road!!

(http://i.minus.com/iqALovYuO6nbd.jpg)

K.

 ... seems like a Slovakian road  ;D ... well, maybe a few craters here and there  ;)
Title: Re: more texture variations
Post by: ZeosPantera on May 15, 2013, 12:26:42 pm
A bit too patternized.. I know you don't have any control over that but this will certainly be awesome when it blends with good road and REALLY F__Ked up road. Plus as per Outerra-sanity.. Those cracks need to be physical.
Title: Re: more texture variations
Post by: GHAO on May 15, 2013, 02:02:03 pm
Yeh, my only complaint of your entire output Kelvin is how many cracks there are! Just a few per 5m^2 would be sufficient I think!
Otherwise, brilliant as usual!
I also copy what Zeos says - there'd better be work going on to make those cracks actually be gaps.
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 03:05:20 pm
This was just playing with a texture I found and was curious to see what it would look like. This one was just for fun. It is too exaggerated for my liking and I came to the same conclusion as you guys did. also reminds me of large biscuit slices  :D
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 08:26:23 pm
Ignore the colour just testing the composition of this dry desert texture.

up close
(http://i.minus.com/i10cUAxnPuFCr.jpg)

at a height
(http://i.minus.com/ifu4AidrBmdyC.jpg)

EDIT: Just to give you some perspective...
(http://i.minus.com/iAVrnyH10bdYq.jpg)
Title: Re: more texture variations
Post by: christibbs on May 15, 2013, 08:30:41 pm
kelvinr, this is the best texture you've done so far. well done.
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 08:31:58 pm
Thanks.

There was mention somewhere here that some sort of better transition from grass to other areas would be good, well I assume something like could work as an intermediary texture to create a nice transition whilst using a separate texture for the rock top-surface material. You see at present the stoney texture you see here goes all the way down the slope over the rocky parts there.

Not sure what Brano has in mind for the transitional areas yet, maybe a better mask blending or something like this (an extra texture) who knows.

(http://i.minus.com/ibj08qP8b8t5cF.jpg)
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 10:44:03 pm
While I'm still in the mood for some screenshots...

leaves on rock
(http://i.minus.com/iBDqueic031dn.jpg)

same leaves on more rock
(http://i.minus.com/iDb88rnS2Caeq.jpg)

a recently tweaked version of rock (midday)
(http://i.minus.com/ibqm3pfqsOOLZN.jpg)

same rock at 1600 hours
(http://i.minus.com/iyAW1DXl7owkY.jpg)

video sample of that same rock
http://youtu.be/YTJL1px9ogM (http://youtu.be/YTJL1px9ogM)

K.

Title: Re: more texture variations
Post by: ZeosPantera on May 15, 2013, 11:14:48 pm
Cameni and Angry better start cutting you checks Kelvin.. \
\
Can you link me to your Minus album with all of these? I want to post it on reddit!
Title: Re: more texture variations
Post by: Jagerbomber on May 15, 2013, 11:32:41 pm
Is there a way to tone down the glazy look of the rocks a little bit?  Or is that something else kind of built in to Outerra somewhere else? er... whatever

It's a gripe I have with quite a few games... mostly noticeable in Skyrim (and the others).  (Strange thing is that disabling the specific setting for that glaze made Oblivion crash...  ::)  Probably the same for Skyrim.)
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 11:38:44 pm
@Zeos - whatever happens, happens  :) I enjoy doing this work especially seeing the end results. Also, actually My Minus album(s) are all over the place but i'll sort them out and upload to a single album then post back here.

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 15, 2013, 11:44:01 pm
Is there a way to tone down the glazy look of the rocks a little bit?  Or is that something else kind of built in to Outerra somewhere else? er... whatever

It's a gripe I have with quite a few games... mostly noticeable in Skyrim (and the others).  (Strange thing is that disabling the specific setting for that glaze made Oblivion crash...  ::)  Probably the same for Skyrim.)

Unfortunately not under my control. I know there are some precision issues with the rocky areas at the moment. The one thing that does seem to be exaggerated in OT is if there are any light areas of textures, OT seems to be unforgiving here and they can look brighter than gods' goblet reflecting from his almighty glorious bright light  :D

There will be other enhancements to the textures down the track regarding height maps, specular, perhaps even occlusion depending on what Brano wants to do or has time for. Hek, he might even have some algorithm up his sleeve for some texture enhancement that hasn't even been invented yet  ;D

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 16, 2013, 12:42:36 am
Cameni and Angry better start cutting you checks Kelvin.. \
\
Can you link me to your Minus album with all of these? I want to post it on reddit!

Here you go Zeos, Minus album.
http://min.us/m8dVdBSJz1m0A (http://min.us/m8dVdBSJz1m0A)
Title: Re: more texture variations
Post by: PytonPago on May 16, 2013, 01:17:37 am
The cracks-pattern on the dry earth looks really nice .. i wont some wet dirt go that way after being hot for a day !! : )
Title: Re: more texture variations
Post by: ZeosPantera on May 16, 2013, 02:29:00 am
Appreciated.
Title: Re: more texture variations
Post by: Ozybolairy on May 16, 2013, 02:41:16 am
This was just what I was talking about, so great job with the quick turnaround from my query! We'll see what the brains has planned and if this solution will be implimented in the future no doubt.

The second query I had was are textures paintable on the terrain or do you think this may be included?
Title: Re: more texture variations
Post by: KelvinNZ on May 16, 2013, 03:10:14 am
This was just what I was talking about, so great job with the quick turnaround from my query! We'll see what the brains has planned and if this solution will be implimented in the future no doubt.

The second query I had was are textures paintable on the terrain or do you think this may be included?

I'm not sure what you mean by paintable. Could you elaborate on your question?
Title: Re: more texture variations
Post by: Ozybolairy on May 16, 2013, 12:50:39 pm
By paintable I mean just as the road tool allows you to draw rounds, there could be a texture tool which allows you to paint textures. For example take a golf course, you would start with a base texture which would form the rough, over the top you could draw a fairway and at one end add the green. This then leads to texture brushes, you could add a feather effect to the texture which can be altered  so it gradually merges with another texture e.g. from grass to mud, or cuts off straight away e.g. A zebra crossing
Title: Re: more texture variations
Post by: PytonPago on May 16, 2013, 03:08:40 pm
By paintable I mean just as the road tool allows you to draw rounds, there could be a texture tool which allows you to paint textures. For example take a golf course, you would start with a base texture which would form the rough, over the top you could draw a fairway and at one end add the green. This then leads to texture brushes, you could add a feather effect to the texture which can be altered  so it gradually merges with another texture e.g. from grass to mud, or cuts off straight away e.g. A zebra crossing

 ... textures are now given by terrain-gradients / height, are they ? .. biome-ones much probably will too ... seems, there would be an other way needed for such drawn ones to stick to that place, overlaying them ?
Title: Re: more texture variations
Post by: KelvinNZ on May 16, 2013, 03:15:22 pm
Ah I see, well I'm not sure about this one but sounds like you're talking about dynamic texture placement or something along those lines. I'm really not sure how this could be done. Brano or Mr Angry Pig will be better to respond to this.
Title: Re: more texture variations
Post by: KelvinNZ on May 17, 2013, 01:54:15 am
Some roadside gravel. Actually would be nice to see some sort of gravel patches like this with roads, perhaps put them on road corners. Stop off areas for those long drives.

(http://i.minus.com/ibw1kq8b0Je242.jpg)
Title: Re: more texture variations
Post by: cameni on May 17, 2013, 03:30:33 am
By paintable I mean just as the road tool allows you to draw rounds, there could be a texture tool which allows you to paint textures. For example take a golf course, you would start with a base texture which would form the rough, over the top you could draw a fairway and at one end add the green. This then leads to texture brushes, you could add a feather effect to the texture which can be altered  so it gradually merges with another texture e.g. from grass to mud, or cuts off straight away e.g. A zebra crossing
Yes, this will be supported by the vector overlay, which is basically an extension of the road system except done via polygons and with other possibilities of how the terrain and land type can be manipulated.
Title: Re: more texture variations
Post by: Ozybolairy on May 17, 2013, 08:30:47 am
excellent news, cannot wait to write defamatory words over countries i'm not fond of! would also aid in adding more detail, but thats by the by
Title: Re: more texture variations
Post by: pico on May 17, 2013, 11:54:51 am
Very nice Textures Kelvinr.  :)
Title: Re: more texture variations
Post by: Foxiol on May 17, 2013, 01:26:38 pm
Kelvin is the master of textures and I am a texture whore literally. ;)

By the way I played Metro Last Light for the entire night (today) and wow...I never seen such quality textures in my life in a game...even better than The Witcher 2 or Battlefield 3.

A sample of one of those textures in the floor that called my attention just because it looked so real.

(http://i.imgur.com/a4mjD1S.jpg)

And the full gallery with 100+ pictures until half of the game...I´ll finish it later tonight.

http://imgur.com/a/gVlDg#0 (http://imgur.com/a/gVlDg#0)

This is probably the best looking game ever made to date.

BUT Outerra is my favourite Graphics Engine. ;)
Title: Re: more texture variations
Post by: ZeosPantera on May 17, 2013, 09:36:56 pm
Go download SweetFX and put a profile together that adds the crazy Lum Sharpness and adjust the shadows and color palette.

Check out these screens I took in PlanetSide2..

(http://i6.minus.com/ibhHCzW45gtcnk.png)

(http://i3.minus.com/ibybYOc5KVWBSE.png)

(http://i2.minus.com/iIYm4AFBdI358.png)

(http://i2.minus.com/iQXIf5dgDWOMb.png)

I can't mess with SweetFX and Outerra because OpenGl.. But OT should have all those options built into itself anyway.
Title: Re: more texture variations
Post by: KelvinNZ on May 17, 2013, 10:11:37 pm
Kelvin is the master of textures and I am a texture whore literally. ;)

By the way I played Metro Last Light for the entire night (today) and wow...I never seen such quality textures in my life in a game...even better than The Witcher 2 or Battlefield 3.

A sample of one of those textures in the floor that called my attention just because it looked so real.

(http://i.imgur.com/a4mjD1S.jpg)

And the full gallery with 100+ pictures until half of the game...I´ll finish it later tonight.

http://imgur.com/a/gVlDg#0 (http://imgur.com/a/gVlDg#0)

This is probably the best looking game ever made to date.

BUT Outerra is my favourite Graphics Engine. ;)

Thanks for the compliment. This looks very nice also.

I can see this being a very "tiled" texture over a spanned distance and the amount of work to try and get it to not tile on a larger landscape would surely reduce the quality significantly.

IMHO the primary issue with any game textures like this is repetition. Reducing the span of a texture or finding a transitional method between multiple textures would offer less opportunity for the eye to detect the tiling effect, although this effect can be very noticeable in even smaller areas. processing or high passing a texture too much to reduce the tiling can also ruin the texture and you can then loose the 3d effect. Also, not all textures will work so a fairly time consuming effort can be put on a single texture to get it looking perfect.

The difference for OT is that most games out there do not have the problem of having to span textures large distances. There are many things that break the texture i.e static ground models, foliage, etc... so there's a sweet spot to be found with the textures in terms of quality. Some textures that we know may tile (like in your screenshot) will be ok to use in a small area because the texture doesn't have the chance to repeat enough to notice.

Two other significant factors to consider is object (i.e stone shadows) lighting in the image and the distance from the eye perspective to the actual texture objects. I never realised how much is involved when putting a texture inside a game, but the end result can be very pleasing indeed.

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 18, 2013, 01:21:34 am
New enhanced beach wave foam if anyone is interested.

old foam
(http://i.minus.com/ibiL9l4w2WI4AD.jpg)

new foam
(http://i.minus.com/ib1a8gjLPPzz7s.jpg)

Download
http://sdrv.ms/12IushZ (http://sdrv.ms/12IushZ)

Title: Re: more texture variations
Post by: Sam on May 19, 2013, 05:19:59 am
Sorry about my odd answer, but I can't see any difference between the old waves and the new one.  :-\
Title: Re: more texture variations
Post by: KelvinNZ on May 19, 2013, 05:27:32 am
That's ok Sam. Basically the texture has been replaced for the foam, if you look in game you will see the slight difference but if you don't then might as well continue with the original. it's supposed to show less tiling and more foam at the shoreline.
Title: Re: more texture variations
Post by: Jagerbomber on May 19, 2013, 10:01:05 am
Ah, now that you point it out, there is a lot less tiling.
Title: Re: more texture variations
Post by: Sam on May 19, 2013, 11:57:37 am
That's ok Sam. Basically the texture has been replaced for the foam, if you look in game you will see the slight difference but if you don't then might as well continue with the original. it's supposed to show less tiling and more foam at the shoreline.
Like that one  ;)  (1:00 Minute and more)
Meeresbrandung in der Karibik (http://www.youtube.com/watch?v=ACzID8qK0Tk#ws)
Title: Re: more texture variations
Post by: KelvinNZ on May 19, 2013, 04:10:54 pm
I like that too. I would say this would be another thing to put on Brano and Angry pig's to do list.
Title: Re: more texture variations
Post by: KelvinNZ on May 19, 2013, 05:20:19 pm
Dear Kelvinr,

you may take no photos as a presentation, because you do not show which filters was used.Moreover, your monitor should be calibrated and be no TFT, but CRT if you work with graphics. In addition must always think you that the Engine even in the state is to be changed the colour.When look time with, you must always find time 12:00. Should be as a small advice of me. 
Sorry for mine in English, but I hopes you understand what I would like to say.  ;)

BR,
Stefan

An extra point:
The colour workspace "sRGB IEC61966-2.1" reflects the characteristics of the average PC monitor. This standard space is endorsed by many hardware and software manufacturers and is what I use to work the textures I make for Outerra.

I found a nice brief rundown of texturing here if interested as it gives some good tips regarding creating textures:
http://udn.epicgames.com/Three/TexturingGuidelines.html#Gamma%20Space%20vs%20Linear%20Space  (http://udn.epicgames.com/Three/TexturingGuidelines.html#Gamma%20Space%20vs%20Linear%20Space)

Cheers,

K.
Title: Re: more texture variations
Post by: KelvinNZ on May 20, 2013, 04:08:10 am
Hmm, interesting...

(http://i.minus.com/iwJoCg836TjKw.jpg)
Title: Re: more texture variations
Post by: PytonPago on May 20, 2013, 05:47:47 am
Road is looking good.  ;) ... the way the road painting came out is just gorgeous.
Title: Re: more texture variations
Post by: Sam on May 20, 2013, 07:19:24 am
Build with shelly sandstone.  ;D
Title: Re: more texture variations
Post by: KelvinNZ on May 23, 2013, 09:49:14 pm
So I just want to show another rock variation in OT. This one is definitely my favourite.

Natural rock of Outerra (http://www.youtube.com/watch?v=o8k4KPF1fCc#ws)

K.
Title: Re: more texture variations
Post by: M7 on May 23, 2013, 10:35:29 pm
very nice texture on those rocks. That's lichen?
Title: Re: more texture variations
Post by: KelvinNZ on May 23, 2013, 10:41:29 pm
Thanks. Sure is.
Title: Re: more texture variations
Post by: Ozybolairy on May 24, 2013, 02:48:02 am
wow, that's my favourite too. Reminds me of some rocks in Scotland, but the lichen was orange

Title: Re: more texture variations
Post by: KelvinNZ on May 24, 2013, 03:11:55 am
You think that one is creative then check this one out:

Outerra rock, taking it to the next level! (http://www.youtube.com/watch?v=2N5YXKwQAIE#ws)

Title: Re: more texture variations
Post by: KelvinNZ on May 24, 2013, 03:26:38 am
wow, that's my favourite too. Reminds me of some rocks in Scotland, but the lichen was orange

This one tickles my fancy also.

(http://i.minus.com/ixg1A1PHyL4bg.jpg)
Title: Re: more texture variations
Post by: KelvinNZ on May 24, 2013, 03:57:59 am
This one here will be a corrective texture to replace one of my other textures.

(http://i.minus.com/iBFU0PjYxpafF.jpg)
Title: Re: more texture variations
Post by: SpaceFlight on May 24, 2013, 05:23:17 am
You think that one is creative then check this one out:

Outerra rock, taking it to the next level! (http://www.youtube.com/watch?v=2N5YXKwQAIE#ws)

Nice. Now where is my pickaxe to mine that delicious copper?
Title: Re: more texture variations
Post by: KelvinNZ on May 24, 2013, 07:17:03 am
Too yellow??

(http://i.minus.com/iLGdKP6eyfZ4l.jpg)

(http://i.minus.com/ibxAldoWtxeR8E.jpg)
Title: Re: more texture variations
Post by: PytonPago on May 24, 2013, 07:56:16 am
 ... thats some Soviet Afghan coloring  ;) ! Little darker maybe (or contrast), but not bad at all ... need to make some BTR-80s and BMS-1s for that texture promo.  ;D

In such ligh textures, the terrain complexity makes the difference :
(https://lh4.googleusercontent.com/-pHDMTidcXpk/TYZbijwLblI/AAAAAAAAFZo/46nlWSIQ-Dg/s1600/Dogar+7.jpg) ... many small rocks, many shadows ... some half-dry flora would later with biomes finish that impression ...

(dont mind the persons, just cant find any that time photo with such nice angle)
Title: Re: more texture variations
Post by: krz9000 on May 24, 2013, 08:02:31 am
kelvinr do you use genetica or vue to generate your maps?
Title: Re: more texture variations
Post by: KelvinNZ on May 24, 2013, 03:38:37 pm
I use Ssbump generator and crazy bump and Photoshop, Gimp, and Paint.net for different tools between them to get the look I'm after.
Title: Re: more texture variations
Post by: KelvinNZ on May 26, 2013, 04:40:42 am
Haven't seen anyone do a tarmac mod yet so here we are. Once we get some heightmaps going for something like this then we'll have something even better.

(http://i.minus.com/ijUM8n7u8f3ea.jpg)

(http://i.minus.com/i7SedFQBaEnyc.jpg)
Title: Re: more texture variations
Post by: PytonPago on May 26, 2013, 05:50:40 am
Finally ! The good old soviet concrete Airfield design: the rougher the concrete, the tougher the MIGs/TUs/ILs/ANs !    ;D   ... we just seriously need a Tupolev-22M bomber now.  ;) Making the additional textures for Air-track, taxi and parking lines and it will be nice (maybe some oil-spills  :))   
Title: Re: more texture variations
Post by: ZeosPantera on May 26, 2013, 02:41:30 pm
That needs random lines of grass growing from the cracks.. How would you make it so?
Title: Re: more texture variations
Post by: Revolver on May 26, 2013, 03:30:43 pm
2 textures with the MiG looks very good.
Title: Re: more texture variations
Post by: KelvinNZ on May 26, 2013, 03:37:52 pm
That needs random lines of grass growing from the cracks.. How would you make it so?

I suppose I would need to superimpose the grass onto the texture
Title: Re: more texture variations
Post by: KelvinNZ on May 27, 2013, 01:56:15 am
Hey guys,

Well, I have been doing many many hours of work to get some decent rock textures for the upcoming Biomes and during this time I have made some really convincing ones.

I thought seeing as I will have some additional textures I will upload one particular rock texture that I created while doing some various testing. This one came about randomly while doing some mixing.

Feel free to download this rock texture as a current replacement if you feel you need a little change from the norm right now  :) and also feel free to pass comments.

(http://i.minus.com/iV6TsaZkD89Eq.jpg)

http://sdrv.ms/13UAC0I (http://sdrv.ms/13UAC0I)

Cheers,

K.

Title: Re: more texture variations
Post by: necro on May 27, 2013, 03:39:22 am
Impressive work kelvin.
Title: Re: more texture variations
Post by: PytonPago on May 27, 2013, 07:30:36 am
That one came out nicely.
Title: Re: more texture variations
Post by: ZeosPantera on May 27, 2013, 10:57:07 am
It is going to be interesting watching the engine swap out these biome textures in transition. Such stark contrast in the world.
Title: Re: more texture variations
Post by: Sam on May 27, 2013, 02:00:26 pm
Amazing rocks Kelvinr. I like it.  8)

Thank you!

Can we get that one from post #145 as well?
Title: Re: more texture variations
Post by: Malfate on May 27, 2013, 08:09:43 pm
Are these updated textures/ biomes update going to the official version?

Or is this a third party mod?
Title: Re: more texture variations
Post by: KelvinNZ on May 27, 2013, 08:36:56 pm
I have been working to create texture sets for the upcoming Biomes which includes a variety of ground and rock textures and get other collected data for the Biome system.

There are a number of textures I have released but what has been released so far may not end up in the final product.

Basically, in context these are all 3rd party mods but Brano and Angrypig have been open to have them used in the Biome system mainly to help the process move a little faster.

Occasionally i will throw a texture out here and there but what I have made for the Biome system are not likely to be distributed but more likely to be preserved for the Biome system release.

Mind you, Brano and AP would have the final say, although to release all the textures individually would spoil what a lot of people are looking forward to. It would be like watching the end of a movie before seeing the rest of it, besides some textures still may be further enhanced so the entire set as it stands won't be the final set until the time comes for Brano to implement them.

Cheers,

K.
Title: Re: more texture variations
Post by: Malfate on May 27, 2013, 08:53:48 pm
I wish community created content such as yours, could be included in official releases, assuming you approved it.

Ofcourse probably the two biggest contingency would be be releasing them under one of the open source licenses that granted
1. Permenent rights of use
2. Royality-free agreement
3. Credits somewhere

I think that would help anteworld progress quicker, so the community could create content (Models, textures, other import scripts)and outerra can focus on more tools/features that are very slowly coming along (more sandbox tools, basic multiplayer, biomes, ect.)

But great work kelvinr. New to the community and i'll be sure to keep checking your stuff out!
Title: Re: more texture variations
Post by: KelvinNZ on May 28, 2013, 09:03:01 pm
@Malfate

I expect that my content will be in the official release for use in the Biome system once implemented.

In terms of the licensing, well, when I say "my" textures, that means textures I have worked over many hours with my own two hands to seamlessly fit within the engine not to say that I own the textures. Their licensing allows for distributing them inside a game or product such as Outerra so there are no constraints I see with this.

At this point I see no need for an agreement per se as I have already advised Brano of the fact that he is free to use them in Outerra, besides isn't that what indie development is all about?? (if this was a business operation then things may be a little different, not sure as i'm not operating as a business doing this)

Having credit to highlight the invested effort is important but the main point here is really to say that as a result of having all my textures (tentatively) done, this alone will help with the continued progression on the developmental continuum especially once the Biome backend code is available to then utilise the textures.
Title: Re: more texture variations
Post by: Malfate on May 29, 2013, 09:06:15 am
I share the same sentiment  :P. If i make anything for a project (in my eyes), i release it to the world to use however they wish. On an official or a mod capacity... Have at it! Just add a small footnote deeply buried somewhere on a website/program.

The only reason i say license (GNU GPL or some similar open source variant). I've worked under a project that had that 'one bad egg' experience where we had one project member do something similar. In the fact never stated any license/agreement for his work (very small portion of the entire project mind you). He said we could, we assume on good faith, its for the good of the project type stuff. Then one day his immaturity shows, gets 'butt hurt' so to speak. He leaves the project blazing out the door and after the fact "revokes" access/privileges to all of his work. He wanted compensation for it, threatened legal action. Needless to say created a bunch of headache.

I'm glad you feel the same mentality as me  8). I would never in the wildest dream do something like that, cause its not me, nor is it right in my eyes. Love the work your putting in. Keep it up!
Title: Re: more texture variations
Post by: torc on October 15, 2014, 12:55:26 pm
sorry if i bump and necro this amazing thread, but is there any way to download those textures?

Thanks  :)
Title: Re: more texture variations
Post by: KelvinNZ on October 16, 2014, 04:16:52 am
sorry if i bump and necro this amazing thread, but is there any way to download those textures?

Thanks  :)

Brano has my full set of textures so it would be up to him how he uses them. I'm not even sure where those particular ones are now.
Title: Re: more texture variations
Post by: torc on October 16, 2014, 08:03:49 am
sorry if i bump and necro this amazing thread, but is there any way to download those textures?

Thanks  :)

Brano has my full set of textures so it would be up to him how he uses them. I'm not even sure where those particular ones are now.

Thanks Kelvinr, waiting for some link :)...and keep it up the good work!
Title: Re: more texture variations
Post by: cameni on October 16, 2014, 04:55:47 pm
I have the textures from Kelvin, though I'm not sure if all of them as they were posted here. The problem is that they are no longer directly usable in current OT version. With the introduction of biome coloring, ground textures now are in different color space, used only to modulate the base color obtained from the global color map. It's not yet the final state - there's just a single texture type for each element applied over and over and just colorized. Ultimately the material mixer will combine multiple source textures for each base surface type; at that point we'll process all the collected textures and more, to make them usable for the texturizer.