slowly creating new textures for Iceland
I dived Iceland in 9 sectors
with each 5 heights and about one subregion
per height.
here a first example, of new color settings
http://groups.yahoo.com/group/F4Iceland ... wtext1.jpg
Widmak
update Textures
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update Textures
Widmak
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Re: update Textures
and onther one..
[URL=http://groups.yahoo.com/group/F4Iceland ... text1b.jpg]http://groups.yahoo.com/group/F4Iceland ... text1b.jpg[/ URL]
Widmak
[URL=http://groups.yahoo.com/group/F4Iceland ... text1b.jpg]http://groups.yahoo.com/group/F4Iceland ... text1b.jpg[/ URL]
Widmak
Widmak
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Re: update Textures
nice shot... only one olive green tile?
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Re: update Textures
almost, 4 genrically tiledquote:Originally posted by ccc:
nice shot... only one olive green tile?
here another slightly modified
http://groups.yahoo.com/group/F4Iceland ... text2a.jpg
![Image](http://groups.yahoo.com/group/F4Iceland/files/Iceland%20theater/siteinfo/newtext2a.jpg)
the idea is basically to make 1 set of tiles
(green ones for intstance)
copy them in the texture.bin and make a Lpatch more brownish or more lighter (whatever) for another region
instant new set without having to reproduce a whole new set for every region
Widmak
Widmak
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Re: update Textures
here 2 more using same techniques
bright green: ]http://groups.yahoo.com/group/F4Iceland ... text3a.jpg]
patch 2 and 3 combined
]http://groups.yahoo.com/group/F4Iceland ... text3b.jpg]
this way one can easely with the help of CATE region specific generic tiling
after this it is finding out the specific X1 value for fog.
Widmak
bright green: ]http://groups.yahoo.com/group/F4Iceland ... text3a.jpg]
patch 2 and 3 combined
]http://groups.yahoo.com/group/F4Iceland ... text3b.jpg]
this way one can easely with the help of CATE region specific generic tiling
after this it is finding out the specific X1 value for fog.
Widmak
Widmak
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Re: update Textures
last one..
http://groups.yahoo.com/group/F4Iceland ... text4a.jpg
![Smile :)](./images/smilies/icon_smile.gif)
sevral actually.
1. a paletta checker:
it should read the texture.bin (or the txt vesion) and read out wich tiles are first in each tilegroup and define the paletta for that group
and then compare them to the paletta of the ohters in taht group
Snakeman and I know this can save lotsa time while adding new tiles to the texture.bin and texture.zip
2. a fartiles.pal creator:
this one should read the paletta of all the first tiles from a tilegroup in the texture.bin delete doubles (some groups have the same paletta) and calculate an avarage paletta
we could further extend this to using L2 anlylizer and avarage by usage on the L2, wich in some ocassions might result in a better fartiles (ODS for example with its current tileset)
I already modified runtiles to a vesion
that gives a group of tiles the same paletta
just some ideas to make tilemakers life easier.
Widmak
![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
sevral actually.
1. a paletta checker:
it should read the texture.bin (or the txt vesion) and read out wich tiles are first in each tilegroup and define the paletta for that group
and then compare them to the paletta of the ohters in taht group
Snakeman and I know this can save lotsa time while adding new tiles to the texture.bin and texture.zip
2. a fartiles.pal creator:
this one should read the paletta of all the first tiles from a tilegroup in the texture.bin delete doubles (some groups have the same paletta) and calculate an avarage paletta
we could further extend this to using L2 anlylizer and avarage by usage on the L2, wich in some ocassions might result in a better fartiles (ODS for example with its current tileset)
I already modified runtiles to a vesion
that gives a group of tiles the same paletta
just some ideas to make tilemakers life easier.
Widmak
Widmak
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