All hail my texturing ability : )

MechaMecha 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-->

Comments

  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
    beautiful. i wonder how it works ingame...
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    It looks great in-game. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    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-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    looks beautiful
    so what will we be able to adjust in the .exe?
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Hopefully I will actually create this exe, anyway, if I do, you will be able to change the number of waves in the x and y direction, the color, the size of the images and how many frames you want. It all currently works in QBASIC, so all I have to do is port it across to VBASIC. Also, I have heard that water textures have particular entries in their palettes that define water density and haze color, if someone could tell me which entries these are, it would be very useful.

    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Parse_ErrorParse_Error Join Date: 2002-03-18 Member: 331Members
    Be like all the cool kids and learn C++. You'll be glad you did.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    that looks very cool!
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    QBasic! Yay! Go nibbles!

    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>
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Oohh 4 dimensional tesilation.

    I'm a VB fan myself.  Takes too much code to DO anything in C.
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    That's why you learn to type fast.  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <!--QuoteBegin--Scythe+May 19 2002,06:27--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Scythe @ May 19 2002,06:27)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->QBasic! Yay! Go nibbles!

    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.
  • BiomechanoidBiomechanoid Join Date: 2002-02-12 Member: 203Members
    er... back on topic:

    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.
  • SmokeMastaSmokeMasta Join Date: 2002-04-13 Member: 430Members
    it's way cooler to have that green stuff beating like a heart beat
  • hollow_manhollow_man Join Date: 2002-05-19 Member: 631Members
    that would be interesting
  • HicksHicks Join Date: 2002-04-11 Member: 418Members
    /me remembers C++ and Java during High School. *Shutter*
    Thank god the military has better computer stuff than Bill Gates. I mean this stuff is so classified that
    /me get grabed by MPs
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    you know.. i was thinking... could you make the blue thingies see-through? they could add a lot of atmosphere putting them on the ceiling as reflection of the water beneath it...
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    I originally made the program to create the reflection effect on the ceiling, but I soon found that the ripples made a good water texture as well. In the little program I am making you will be able to choose the color of the water, so if you wanted you could have the darkest color black and set the render mode to additive in worldcraft and you would have a nice reflection effect on the ceiling.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <i>Also, I have heard that water textures have particular entries in their palettes that define water density and haze color, if someone could tell me which entries these are, it would be very useful.</i>

    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-->
  • liquidscriptliquidscript Join Date: 2002-01-24 Member: 35Members, Constellation
    Geez, howd you figure out how to make an algorith to do that?  I'm too stupid to just come up with something like that myself.  Amazing...
  • MechaMecha Join Date: 2002-05-01 Member: 564Members
    Well if you really want to know how it was done:

    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-->
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