Why are you disapointed cheesecake? Just because the megatexture allows them to actually draw a 32000 by 32000 unique texture they obviously don’t do that. Do you have any idea how much work that would be for 12 maps?
Repeating textures in a screen shot
yes I do so I wondered how they did it just I did not think the brush tiling would be that obvious and they hype it up to me unque texture for the whole thing ect
but still looks stunning and I assume that the map there is not finished because the other maps have no obvious tilling that I can see
Look at ze water.
http://www.quakewarscenter.com/images/maps/image001.jpg
http://www.quakewarscenter.com/images/maps/valley_toplogy.jpg
those domes in pic1 where the humans start look amazing, i wonder how you’d make one of those out of brushwork in radiant :roll:
They hype it because it IS tile-less.
They just chose to stamp with a repeating texture here, but if you were able to make a procedural brush I guess you could make a real unique terrain.
as my understanding of the mega texture goes the texture starts of as a set of timing textures that are then applied depending on some rules set in the editor like altitude and steepness of the hill.
then the artist go over and tweak them apply more textures and add decals so the final mega texture shows fewer signs of tiling. the advantage of this is
-there is only ever one draw pass for diffuse maps no matter how many textures are blended onto it and decal placed over it
-the blending zones are not limited to the vertices’s of the underlying polygons allowing a much greater control over the texture without having to increase the poly count
if this is right then it should explain why you can see titling effects. if you think about Carmaks next engine where the entire level is uniquely textures it stupid to think that artist would have to uniquely paint every surface of the level. more likely they will use greater number and larger tiling textures and layer them with decals to give the impression of a unique surface that is actually generated from tiling images
i think the only way you can uniquely texture an entire level would be to have some method of generating textures at map compile since you can ask an artist to paint a square mile of unique grass can you
Just think of this as floor tiles for flooring.
Regular textures are like floor tiles that is each square.
Megatexture, well in these maps with repeating textures, are like very large floortiles, but the design looks like it is many small floor tiles with many squares. (you know those vinyl or porclean tiles that have many squares stuck together?) hard to explain.
Hopefully the battlefield people hyping up about the game don’t notice the difference.
Ah looks like I miss understood the megatexture
and I guess they can’t add all that much detail to a barin dry map
I don’t think those rocks are part of the texture. They might be detail models. Oblivions had similar rocks thru out the landscape, and they were not drawn into the texture, but randomly distributed low-poly models.
Edit:But then again, upon closer look, they seem to just be bump mapped as part of the texture?
I’ll bet it’s one of those “projectors” jRAD talked about in the last Dev Diary copied a few times. http://uk.pc.gamespy.com/pc/enemy-territory-quake-wars/770741p3.html
I’m no expert, but could it be that the terrain generator generated those shapes on its own?
terrain generator? AFAIK the terrain is generated using rules and variables to place textures and models at different points thought the map to create one big texture but is still made from artist created media (or tiling textures)
i don’t remeber any mention about some program that generates textures in the way that you can specify where the rocks should be and the program will just draw and create unique rocks there
When I flew from Malaysia some months ago the sun was glistering on the water-surface and while we were in a sharp climp right after takeoff, I look out of the windows and think to myself “Wow, that was some crappy ocean-shader”.
True story.