Page 12 of 24
Posted: Sun Mar 23, 2008 4:09 pm
by pagroove
KAKS,
Yes it is quite addictive. Put some music in the background and start texturing can be a nice way to let some time pass
You keep amazing me with these nice textures
Posted: Mon Mar 24, 2008 2:57 am
by Kaks
pagroove wrote:You keep amazing me with these nice textures
You & me both!
Posted: Mon Mar 24, 2008 10:06 am
by CaptKev
Absolutely fantastic textures Kaks, you didn't tell us you were a graphics artist. I haven't tested the last five yet but I think I can safely say; we have all the textures we need (including replacing the earth texture with an alternative).
I'll report back shortly with an update on the 16 textures that are going to be used, if anyone doesn't agree let me known what they think should be changed.
Posted: Mon Mar 24, 2008 11:09 am
by CaptKev
Here they are!
CaptKev wrote:
0 Earth (from Kaks)
1 Wet Mars
2 Earth with more land to sea ratio
3 Earth with craters
4 Earth with lots of mountains (from Kaks)
5 Mars
6 Mars 2
7 Mars with vegetation
8 Mars with veins
9 Industrial world (from pagroove)
A Sea world with just a small island
B Industrial world 2
C Mars 3 (from Kaks)
D Mars 4 (from Kaks)
E Industrial world 3 (from Kaks)
F Tropical Earth (from Kaks)
Sorry Commander Mysenses but I went for the version from Kaks because it seamlessly wrapped, but thanks for the contribution.
Sorry pagroove but I never received your second city planet, send it to me and I'll resize it for you and send it back.
Posted: Mon Mar 24, 2008 11:59 am
by Commander Mysenses
Number nine looks like a seventies carpet pattern!!
Can we see 'em wrapped?
Posted: Mon Mar 24, 2008 12:48 pm
by Kaks
Number nine looks definitely non-carpetty when wrapped aroud a planet:
CaptKev wrote:Hi pagroove, I received the texture and here it is in-game
edit: I forgot to say: I'm very happy with your choices CaptKev!
Apart from 0, E & F, the textures can be seen wrapped around planets on previous pages of this topic.
<evasive>As for the last 3, we might have to wait until the oxp is ready...
</evasive>
CaptKev wrote:you didn't tell us you were a graphics artist
Excellent!
<adds to the cv>
Posted: Mon Mar 24, 2008 1:32 pm
by CaptKev
Sorry, heres the last three from Kaks
The first one here, is my favourite of all the sixteen.
Posted: Mon Mar 24, 2008 3:41 pm
by pagroove
You have a green flag from me for this set
Nice and colourfull.
Whats the plan from here?
Posted: Mon Mar 24, 2008 5:33 pm
by elite
pagroove wrote:You have a green flag from me for this set
Nice and colourfull.
Whats the plan from here?
Big thumbs up from me too.
Posted: Mon Mar 24, 2008 6:29 pm
by TGHC
superb!!!!!!!!!!!!!!!!!
Posted: Mon Mar 24, 2008 6:39 pm
by pagroove
I wonder if randomizing with these textures as a base is also possible, using a sort of procedural generator that Hoopy made.
Posted: Mon Mar 24, 2008 8:03 pm
by CaptKev
pagroove wrote:Whats the plan from here?
Now we have to decide what texture will be used for each planet based on it's description, that should be fun.
Posted: Mon Mar 24, 2008 11:09 pm
by Ace Garp
Wow!
These are looking really good.
Can't wait to
rip-off some of these planets inhabitants, er, help supply some well deserved medical supplies and luxury items.
Posted: Tue Mar 25, 2008 8:34 am
by Hoopy
@pagroove: We need to wait for me to get the procedural generator up to scratch first!
I had a bit of a go at getting it to generate distinct ice caps rather than just making the poles higher altitude. It looks promising but there's still work to do.
Similarly I'm going to get the equatorial band to be coloured differently as well.
I think the main problem will be setting up the palettes - I'm not very artistic!
Posted: Thu Mar 27, 2008 9:58 pm
by Hoopy
http://www.flickr.com/photos/24657513@N04/2366658821/
I think I'm getting there with more realistic polar and equatorial regions.
At the moment the palette is shifted by looking at altitude and distance from the equatorial. depending on the value the equatorial region goes gradually more greeny yellow (like a desert or savannah) and the poles go whiter. The sea freezes only when much nearer the poles.
I just need to tidy up the code a bit then i can more easily choose which colours the palette should lean to. At the moment there's too much offset this times scale factor that for each of red, green and blue. I'd to just be able to shift the hue or something more intuitive...