Crazy textures!
#13

You have a PM -- On reflection the note may be useful to others so I repeat it here.
------------------------------------------
Yes. I struggled with this for a while. The problem was most obvious near to the map edges but didn't exist around the map centre.

Your map_c is probably ok. Consider this to be your source file for everything else.
Edges of land/water on map_c are normally better if softened using Airbrush or Paintbrush tools.
I used airbrush for coast and paintbrush for rivers.

The map_T land area should be based on your map_C but because of the different image size black areas will occur or you get blocky areas as you have illustrated.

Edit the tiles in these in FMB using Object/Tile?Coastsea or coastriver.

This applies RGB 30 or 31 to the tile. Texture of these is determined by the setup in load.ini under the categories water2 and water3.

Working in FMB Map Editor you should see clear coastlines immediately. As you change your view point and zoom you will see the "bad" tiles appearing and disappearing. Once you've worked out where they are just run over the area with the "coast".

Once you've done a bit in FMB you can probably examine the map_T.tga directly and sort out the rest in the image editor, which is quicker.
-------------------------------------------------------------------------------------
I think this problem only applies to maps with land areas running off the map edge, unlike the Slot which has sea boundaries.

A further point which caused me some problems. Ensure you have a 32 pixel boundary at the map edge where water land boundaries run off the map. The last 32 pixels is repeated by the game engine for the off map view.

Ensure that your coastlines run off the map at 90 deg. Otherwise you get odd repeating effects.

Rivers must be stopped before the map edge. If they are at or close to perpendicular to the edge then they can stop one or two pixels in but if they approach the edge at a shallow angle then they must stop 32 pixel back or the last bit will repeat.

Wood and town textures can be stopped one pixel back from the edge. to avoid the appearance of long thin towns stretching to the horizon.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 3 Guest(s)