High Resolution Terrain Textures

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dani26795
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Re: High Resolution Terrain Textures

Post by dani26795 » Mon Jan 27, 2020 2:49 am

Oh this is totally something that my potato laptop would explode for :)

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Midknightprince
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Re: High Resolution Terrain Textures

Post by Midknightprince » Tue Jan 28, 2020 2:14 am

TheLacus wrote:
Sun Jan 26, 2020 10:26 pm
Released version 0.2.0 with textures for swamp terrain.


Screenshot (171).png

Nexus Downloads
Bam !
Check out my YouTube Channel!

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TheLacus
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Re: High Resolution Terrain Textures

Post by TheLacus » Thu May 21, 2020 1:47 pm

Version 0.3.0 is available, adding textures for Mountain climate.

Spoiler!
hrtt_0.jpeg
hrtt_0.jpeg (669.51 KiB) Viewed 391 times
hrtt_1.jpeg
hrtt_1.jpeg (630.61 KiB) Viewed 391 times
hrtt_3.jpeg
hrtt_3.jpeg (358.09 KiB) Viewed 391 times

Ps: i think the same file should also work on Linux and Osx because it only contains textures. If it doesn't, please tell me and i'll upload a separate version.
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TheLacus
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Re: High Resolution Terrain Textures

Post by TheLacus » Thu Jul 09, 2020 9:37 pm

No ETA or promises on the final result, but i'm working on terrain texturing using splat maps. The advantage of this approach is that is should remove or alleviate almost any kind of bad tiling or misplacement. Of course this is only for modded textures, the current solution does a great job at recreating original Daggerfall terrain.

For those unaware, Daggerfall terrain is composed of tiles: there are a few main materials (grass, mud/ground, water) and a bit less than 60 textures for transitions (i.e. half grass - half ground). They are combined to create a specific terrain layout, but the result is not always perfect and you can tell if you play with high resolution screen and textures.

Texture splatting is a more modern approach. As a start, the following screenshot was taken with only grass and ground full tiles, plus a recreation of half-half transition. All predefined transitions need to be recreated with this approach.

tsm_6.png
tsm_6.png (1.45 MiB) Viewed 279 times

And here a comparison of a bad layout where grass and ground have been put next to each other without the transition tiles:

tsm_3.png
tsm_3.png (1.46 MiB) Viewed 279 times
tsm_8.jpg
tsm_8.jpg (2 MiB) Viewed 266 times
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TheLacus
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Re: High Resolution Terrain Textures

Post by TheLacus » Thu Jul 09, 2020 9:40 pm

tsm_7.png
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MasonFace
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Re: High Resolution Terrain Textures

Post by MasonFace » Fri Jul 10, 2020 12:17 am

Excellent! I wish I had time to pursue my heightmap blended splatmap shader, but I got bogged down trying to figure out how to convert the generated tilemap into splatmap.

What are the white sections in your pictures? Oh I see, the white parts are the sections of the splatmap where tilemap transitions haven't been created yet.

Also, are you limited to just four textures corresponding to the splatmap's RGBA channels or are you doing a multi-pass approach?

The transitions look fantastic. Thank you for pursuing this!
Last edited by MasonFace on Fri Jul 10, 2020 12:51 pm, edited 1 time in total.

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King of Worms
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Re: High Resolution Terrain Textures

Post by King of Worms » Fri Jul 10, 2020 10:36 am

Im also very glad you still working on this, as I was not able to add normal maps on my own.

Only - quite major - issue I had with this mod when I tested it few month back was, that the textures are too bright. It looks ok until the sun is full, than its way too much and I reverted back to my textures.

This can be corrected tho, no big deal. Im looking forward to the new splat map shader.

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TheLacus
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Re: High Resolution Terrain Textures

Post by TheLacus » Sat Jul 11, 2020 3:24 pm

MasonFace wrote:
Fri Jul 10, 2020 12:17 am
Excellent! I wish I had time to pursue my heightmap blended splatmap shader, but I got bogged down trying to figure out how to convert the generated tilemap into splatmap.

What are the white sections in your pictures? Oh I see, the white parts are the sections of the splatmap where tilemap transitions haven't been created yet.

Also, are you limited to just four textures corresponding to the splatmap's RGBA channels or are you doing a multi-pass approach?

The transitions look fantastic. Thank you for pursuing this!
Hi!

It's mostly a manual process of creating corresponding alpha maps for all tiles. It's quite boring, but it should be a one-time process. I'm using a resolution of 512x512, which means that each tile has 4x4 pixels of splatmap. I'm storing this information inside an array of floats for every layer, organized as an atlas of 4x4 matrices, one for each tile, with the same layout as the tilemap atlas (only one of the four rotations). It's simple enough to parse visually and make changes and has been enough to get me started by filling it with 0.25f, 0.75f and so on. Many tiles reuse the same pattern so i'll probably migrate to a different approach eventually. It will also be simple enough to export this data as greyscale textures for further edits, if i make the jump to 8x8.

During terrain promotion, the tilemap is used to create a splatmat on the C# side using the float atlas/matrix (with the required rotation), which is then assigned via Unity API. I'm relying on the built-in shader, at least for the moment. It supports multi-passes so i'm not worried about that, what it really misses is height blending. It's actually supported on HDRP and URP pipelines, but not by the shader for the default pipeline. This alone makes your approach a very interesting one! I don't think is a top priority, but maybe the idea will come back in the future.
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TheLacus
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Re: High Resolution Terrain Textures

Post by TheLacus » Sun Jul 12, 2020 1:06 pm

King of Worms wrote:
Fri Jul 10, 2020 10:36 am
Im also very glad you still working on this, as I was not able to add normal maps on my own.

Only - quite major - issue I had with this mod when I tested it few month back was, that the textures are too bright. It looks ok until the sun is full, than its way too much and I reverted back to my textures.

This can be corrected tho, no big deal. Im looking forward to the new splat map shader.
Thanks. I believe is related to gamma vs linear but i haven't properly investigated this yet.
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TheLacus
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Re: High Resolution Terrain Textures

Post by TheLacus » Sun Jul 12, 2020 1:11 pm

Some additional screenshots.

Spoiler!
Image


Image


Image
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