All hail my texturing ability : )
Mecha
Join Date: 2002-05-01 Member: 564Members
<div class="IPBDescription">Some animated water textures from mecha</div>Here's a water texture I made using a little program I created. The water tiles in all spacial dimensions as well as in the time dimension.
What do you think <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
What do you think <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
I have just got visual basic, so I might be making an exe file so everyone can create their own wonderful water textures to their own specifications. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
so what will we be able to adjust in the .exe?
<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
I didn't think anyone used it anymore, its either C++ or... C++.
Oh, and a few others, Perl, VB, ect.. not <b>real</b> programming languages.
/me braces to be flamed by MonsE *
;-D
--Scythe--
<a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
I'm a VB fan myself. Takes too much code to DO anything in C.
I didn't think anyone used it anymore, its either C++ or... C++.
Oh, and a few others, Perl, VB, ect.. not <b>real</b> programming languages.
/me braces to be flamed by MonsE *
;-D<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
/me starts up his welding torch
I must admit that VB is a much less serious script language. I personally don't care for it, and think it's wizardliness leads to an awful lot of people getting paid to be programmers when they are in fact moronic stooges that managed to survive a 6 week code bootbamp.
But PERL, XML, WIL and other script-based languages are often FAR more efficient and applicable to situations than C++ or other more complex languages. For exmaple, I can write extremely compact and powerful network code in WIL in just a few lines that would take hundreds of lines of C code.. Or just be impossible without buying extra libraries.
There are places for lots of other languages, especially in the web and business world, where the more complex and powerful languages is far too inefficient and time consuming to use.
/me watches torch sputter and run out of fuel.
a water texture program would be cool- perhaps if you could make some "fluid" aninimate infestation/creep texuture it would add to the organic feeling of the hive areas.
Thank god the military has better computer stuff than Bill Gates. I mean this stuff is so classified that
/me get grabed by MPs
From <a href="http://www.planethalflife.com/wavelength/2dart/tutorials/TextureTutorial.html" target="_blank">Valve's TextureWad Tutorial</a> at <a href="http://www.planethalflife.com/wavelength/" target="_blank">Wavelength</a>:
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><b><span style='font-size:10pt;line-height:100%'>Liquid Procedural</span></b>
Creating good water textures takes experimentation. Liquid textures can be 64x64 or 128x128 in size, and are designated as liquids by placing a "!" before their name, thus !texname.bmp is automatically understood by the engine to mean a water brush. The texture will have a water-droplet procedure added to it to create random ripple effects, so the basic texture data should be smooth and serve as a good background for the busier procedural effect, but with a decent dynamic range of color to allow the procedure sufficient colors to look good.
Fog color is handled by certain color registers in the texture: a color register is a palette location. Color register 0 is the first color of the palette, color register 255 is the last. Fog color is handled by color register 3 in a water texture, and the fog density is handled by color register 4. The density value is drawn from the R value of that register (G and B are ignored), so pure red is the densest fog and black is the least dense fog.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
A set of gradient like waves are produced: these have x and y values which define how many times the wave goes vertically and horizontally, making these values such as 3 & 5 will make your waves on an angle, if 3 & 3 are used then they will be on a 45 degree angle, 4 & 0 and you will get four vertical waves. This is done so that the waves will tile over time. There are ten of these wave layers overlaid additively so that you get a set of waves traveling in different directions. Some ray tracing is then done on the wave surface to imitate how the reflections would look on, for instance, a pool bottom.
This will probably all be in the help file when my program is released <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->