Surfacemap/Textures Question -1 reply

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Orbie

I'm too cool to Post

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3rd August 2004

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#1 14 years ago

hi, I'm currently working on my first ever map, and have a few questions (which may determine whether or not I continue with it :P) I'm trying to make a jungle map, and I want the textures etc to look exactly like Cambodian Incursion. Currently every texture looks rather bright, and not very pleasant. I've pretty much completed all the terrain, and layed down the spawns, so whats left is to get my surface maps how I want them and then add vegetation. My question is, does Cambodian Incursion use custom textures? or handpainted ones? or is it just the default 'wet grass' texture, but with so much vegetation that the shadows generated darken everything? If I have to sit there & paint all the textures, I dont think I'll bother Also, the rocks cliff face in Cambodian incursion is also nice & dark, which is how I'd like my rock faces to look. Since there wont be any vegetation on them, will I have to darken them by hand? and the water aswell?




FTGGonzo

Forum Surfer

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17th May 2004

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#2 14 years ago

I think they used the default textures in that map, and painted over the terrain. However, you can easily (I use that term lightly!) create your own custom textures. I am using them in one of my current maps. Using a paint program, you can just open the existing ones, and modify them and save them under a folder called Custom, or something like that. Then, you just choose them from the Surface Map Assignment tool, under Texture Sets. The technique for getting them to mesh seamlessly is another thing. I am working on a custom texture tutorial describing how I did this, but I'm early into the process, so it won't be ready for awhile. I have found that taking the Wet Grass texture, and painting darker colors into the texture, gives me much better results using undergrowth, and minimizing the effects of 'pop-up' when undergrowth is placed over these modified textures. Plus, it vastly minimizes the amount of terrain painting I have to do at the end. It seems I always have to go back and generate surface maps again for SOME reason, and end up losing the painting anyway.




Orbie

I'm too cool to Post

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3rd August 2004

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#3 14 years ago

cheers. I had an idea, to make less painting for myself, is to perhaps flatten an area on the cambodian incursion map, and screenshot it. Perhaps try using that as my custom texture for wet grass etc.

Dont know how well it would turn out, but worth a look ;). Or I could just open the original texture, and try modifying it to look how I want. I guess the problem is symmetry, as you said, making everything line up. I've seen a fair few custom maps, and most are just... ugly :/ I want mind to look relatively finished ;)




FTGGonzo

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17th May 2004

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#4 14 years ago

I looked very closely at some of the textures in one of the EA maps, and I could see what looked like stringy, straw-like textures, so I know they're not using their default textures in all their maps. Actually, I had a brainstorm since my last post. I opened the default textures in PS, and darkened them about 20%. I've found that the darker textures better hide the pop-up effect in undergrowth. I altered about 3 or 4 of the textures for my map, making the rock surface and mud textures a little redder, somewhat like Georgia red clay. I'll be releasing the latest update shortly over at DoomLab. I'm working on a flyover for it now, so that'll be ready soon, also. I've found that, even though the idea of creating a texture sounds very easy, it is anything but! The pattern repeat issue, and getting it to look real, not too smooth or too pixellated, is a major challenge. But, I'm still working on it!




Swainy

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10th April 2004

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#5 14 years ago

Stop being lazy and paint the map. :rolleyes:




Orbie

I'm too cool to Post

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3rd August 2004

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#6 14 years ago

yeah I did end up just darkening the wet grass texture slightly.

I did a quick medium qual shadow generation (with bcv) aswell, to see how it would look. All the shadows for the overgrowth & objects showed up, however no 'terrain' shadows were made (ie, hills or mountains that should be casting a shadow).

Whats the deal with this?