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Battlefield 1942 style map textures??

by Jeffrey J. Sykes, "SYKO_RIP" · in Torque Game Engine · 11/17/2003 (10:03 am) · 16 replies

In Battlefield 1942 we make the map skins (textures) in a program called "Terragen". We render the texture, then chop it up so each square in the game has ONE texture that goes over it (no more black spots). Is there any way to get TGE to behave this way?

If we can achieve this style of map texturing we will be able to make much better looking maps!

So, to make this work we'll have to get TGE to accept 74 textures (not sure if that right) and have each one assigned to a given square.

Where can I start?

#1
11/17/2003 (4:10 pm)
You can't do that with Torque, if you mean start as in where to start programming it, I guess you would have to start hacking the assembly blender, or remove it and use the C version.
#2
11/17/2003 (5:01 pm)
Hmmm, so it's re-programing time, huh. Way over my head...I think. Sure would make the TGE look better.
#3
11/17/2003 (5:25 pm)
Not sure how that would make better looking terrain. Dark Age of Camelot used a method like what you just described and in their most recent expansion dropped it in favor of having smaller generic textures that were blended together.
#4
11/17/2003 (6:41 pm)
It would be fairly straightforward to add, a lot simpler than what's done now... But yeah, you'd have to muck about with Torque's internals.
#5
11/18/2003 (8:59 am)
@LabRat, I can make a much better looking level with this style of map texturing. If you have ever modded in BF42 you know what I mean. You can make it all in one piece and fine tune in PhotoShop. roads, paths, everything is so much better looking.If you know the people that did the code, do you think we could check it out, or is that overstepping my boundaries?

@Ben, It's great to see an open mind, lol. I'm sure you of all people don't have time for this, but can you get me started or is their anybody that would be interested in helping me improving the TGE? Don't know allot about C++ but I'm learning.
#6
11/18/2003 (10:02 am)
I would just skip it, modifying the terrain in the way you want wouldn't be an easy thing if you don't have much programming knowledge.
Also I don't think that would be an 'improvevment' as you name it, I prefer having less textures blended together as I want them to be, which requires lots less memory and disk space.
#7
11/18/2003 (12:26 pm)
What would be a useful addition would be some what to lay path-following textures or large decals down on top of the existing terrain... the inability to make roads and other details in any way other than as a sort of vague fuzzy-edged line or non-terrain-conforming .dif is a big limitation of the current system.

Of course if that were an easy thing to do, it would already have been done :)
#8
11/19/2003 (7:45 am)
I have been staring at the blender code and the terrain code trying to make sense of it.

Their must be a way.

I better go read the resources on the blender ...
#9
11/19/2003 (8:34 am)
Alex has a good idea. Tricky to implement perhaps, but a good idea. :)

What you want to do for BF1942-style textures is essentially rip the blender out and replace it with direct use of the textures that you want to import.
#10
11/19/2003 (8:34 am)
Hi Jeff! Just to throw my two cents in, I think Alex's idea is great! It would be awfully expensive to swap torque's current system in favor of one that requires EVERY square to be its own texture, when what you really want is to add specific features... large decals seems like a better solution.

sorry I can't help on it right now though, I'm still too wrapped up in trying to figure out the modeling system! good luck
chris
#11
11/19/2003 (9:04 am)
@Ben, that's exactly it.

@Chris, good to cya, but although some people don't like this idea, I wish to continue to pursue it. I know when we get it setup, we will then be able to make it run efficiently.

Bottom line, I want to be able to make levels that don't look like normal "TGE" maps. This will bring our texture detail level up to the next stage.
#12
03/09/2004 (6:32 am)
@Jeffrey, or maby anyone else. have you got any succes in this area yet? that would be exact what I need for my game. I have looked in some code but without any greater succes.
#13
03/09/2004 (8:04 am)
@ David, nope, I have not had time. If i could find someone to do this for me I'd make them a partner in my next game. Anybody intrested?
#14
05/30/2004 (4:44 am)
Some terrain texture question

1- Is it posible to use 512x512 or 1024x1024 textures for the terrain i.p.o 256x256?

2- Is it also posible to make for each terain texture its own detail texture i.p.o 1 detail for all.
#15
05/30/2004 (7:43 am)
1) there's a resource out there that cranks up the texture size for terrain texturs to 512*512
2)not possible, and from what i heard not easy to implement. This would be really cool to have tough.
#16
05/30/2004 (8:10 am)
Thanks Ward,

I have found it, here it is for others to
http://www.garagegames.com/mg/forums/result.thread.php?qt=8516

Also i have change in the mission the squaresize from 8 to 4 and it looks already mutch better, only the map is smaller now, so we have to waith for the stitch function they are working at.

new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "~/data/terrains/details/detail1";
terrainFile = "./racing_02_ardennen_herfst.ter";
squareSize = "4"; // 8 hjb
bumpScale = "1";
bumpOffset = "0.01";
zeroBumpScale = "8"; // 8 hjb
position = "-1024 -1024 0";
locked = "true";

(oops, the water blok is not working correct anymore)