Terrain Texture Enhancement 2k

I suppose it isn't possible to have snow on forests in tundra? We've seen snow-capped foests in Civ VI so far, and then there's also this ancient thread: http://forums.civfanatics.com/showthread.php?t=470452 It seems it hasn't come to any conclusion, though.
Unfortunately, no. From what I've found, forest graphics are region specific, not biome. Such as "Asia" or "America". (Generally the different colourations you see on trees and tiles depending on where you have settled).
I don't know for a fact, but I don't believe that this could be coded in either. :cringe:
 
I personally like the previous iteration of water color (the third pic in your previous post). The last one is a bit too dark for other textures, it doesn't blend in as nicely. As you said, though, it's probably a matter of personal taste anyway.
You are right! I think that I am going to add it to the pack.

Hello Estebanium!
Just gonna say that I love your mod and have wanted to do something like this for a LOOONG time! Never figured it out!
Thank you very much. It started as a small project, because I always had been locking at the grassland and plane texture and thought to my self: "This looks muddy, no detail, you have to change it". I never thought that it would turn out like this way :lol:

I suppose it isn't possible to have snow on forests in tundra? We've seen snow-capped foests in Civ VI so far, and then there's also this ancient thread: http://forums.civfanatics.com/showthread.php?t=470452 It seems it hasn't come to any conclusion, though.
If you would be able to make a copy of the forests and find out how they will be placed on forest tiles and if you find a way to just replace snowy tiles with forests with your copy, it should work. I tried to find out how a forest (I mean those trees) is placed on a forest tile, because I wanted to copy this structure, replace the trees with grass and place it on grassland. I never found out how I should achieve it, so feel free to do the step :goodjob:

EDIT: 68 Downloads of my Texture Pack v10, this is amazing! Since there were no issues reported with the DLC-mod, I am going to remove the BETA tag.
 
Estebanium: The Communitas map makes use of different continent styles to simulate different temperatures. That would be a good first place to look for how to make a certain continent style spawn on tundra / snow.

In general, what you want to do is stop a certain continent style from being used at all, and then peform a 'pass' making all tundra/snow one specific style.
 
Estebanium: The Communitas map makes use of different continent styles to simulate different temperatures. That would be a good first place to look for how to make a certain continent style spawn on tundra / snow.

In general, what you want to do is stop a certain continent style from being used at all, and then peform a 'pass' making all tundra/snow one specific style.
Yes, I use YnAEMP for reviewing my textures. It contains all biomes as well. The problem with those forest tiles is, that I don't know how they work and how I should alter them. Even the try to find out how they work, consumed a lot of time and so I will leave it as it is. Maybe someone is interested in this and would like to spend some time on it, I will continue my translation project in the mean time ;)
 
I've rooted through the game files for about an hour, and the only tree control that I have found is one which controls the model and features of a forest. There is nothing to do with texture callups and no hint at any way. The only things in the file are, for instance, "tree frequency", which controls the number of trees in a forest tile. Still something to look on though. I'll keep looking! :dunno:


EDIT: There is a mention of texture callups, but it only mentions specific DDS files which have no correlation at all to variance or control of what textures are placed where. This is in Forests.xml (a file in Resource\common\Terrainmodels.fpk)
 
In \Assets\Lua there is a feature generation file and a map generation file. These seem to control what tiles and features are placed where. Surely if a texture dummy/lookup command was added it could be paired with an if statement?
There is also a GetLatitudeAtPlot command which seems to place ice and tundra at specific values. Could this be used to vary the forest graphics?
 
In \Assets\Lua there is a feature generation file and a map generation file. These seem to control what tiles and features are placed where.
In my opinion this file will only do the magic while generating terrain. It seems to me that it is responsible for placing forests here and there, but you need to find the object that is placed and not the one that is placing the object :lol:
There must be a link between forest_europe_2.gr2, forest_europe_2.dds and CIV5Features.xml.
I am sorry, but I am out of ideas, maybe someone can help you.
 
Very nice work!

No issues with the install or DLC packaging that I've noticed.

Have been hoping for a texture revamp for years, thanks!
 
I think you just become my new Blue Marble. o_o
 
Just gorgeous. Great job, you just keep finding ways to improve it, and make it better.
 
Looking nice!

My only complaints would be that grasslands and plains are TOO similar. It's very hard to distinguish them at a glance (and even looking closely when it's just a few of them inside the other). Hurts gameplay quite a bit. I've added to the plains 25 points in Red in PS and they become more distinct while still keeping the same style. Added shots of both.

Also I personally dislike the "blotches" in the desert/other terrain transition, they are quite jarring visually. Added a shot of it as well.

Apart from that, looks really nice! =)
 

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Looking nice!

My only complaints would be that grasslands and plains are TOO similar. It's very hard to distinguish them at a glance (and even looking closely when it's just a few of them inside the other). Hurts gameplay quite a bit. I've added to the plains 25 points in Red in PS and they become more distinct while still keeping the same style. Added shots of both.

Also I personally dislike the "blotches" in the desert/other terrain transition, they are quite jarring visually. Added a shot of it as well.

Apart from that, looks really nice! =)

I have to agree with both points.
 
Thank you all guys for your support and your feedback. I really enjoy it and it is fun to see that there are so many of you (currently 340 downloads), that want to give it a try.

I altered the plain textures a bit, so that they will differ a bit from grassland (thanks Elhoim for your feedback). The problem with grassland and plains is, that both terrains are very hard to make.
I mean by looking at it from a satellite perspective, they would both look just the same. This is why I would like to see someone that could perform some magic and creates a grassland tile with real grass on it.. :lol:

@Elhoim: What do you mean with this?
Also I personally dislike the "blotches" in the desert/other terrain transition, they are quite jarring visually.

In addition to the color shift of the plains, I also removed the brown pattern around those little spots that could be some small scrubs or little trees. This makes the texture of the plains a bit smoother.


I am looking forward to your feedback:

 
@Estebanium I believe the "blobs" Elhoim is referring to is the stark transition between the desert and grass tiles in his images. The sand just seems to end abruptly with no gradient transition between sand and non-sand tiles, almost as if the sand was being "painted" over the grass with too large of a brush size rather than gently blending into it. The intense normal mapping on the flood plains hexes also makes the greenery stand out too much against the flat sand underneath. I would suggest slightly darkening the greenery on the flood plains textures and reducing the intensity of the height/texture/normal map for those hexes.

Otherwise, I think the small changes to plains vs. grassland looks great!
 
Ah ok, yes I can understand your concerns. Never noticed this ^^. So I guess V11 will become a bigger Update than expected. Tested some things and already found a way to smooth the transition of the desert and the plain. Stay tuned..

 
Hi guys,





this is something that drives me really crazy and I would like to ask if someone has similar problems with textures. I don't know if this is GPU related or whatever. The thing is, that most textures will be blurry, except some places where they are sharp. There is a higher chance that they will be blurred if it is flatland, but not if it is a hill..





So the picture shows the issue. Everything in red is blurry, while in green it is normal as it should have been.





http://i.imgur.com/xi6IgAv.jpg
 
I can see what you're referring to in the example picture, but I don't know what would be causing that. It almost looks like the blurry and non-blurry regions are completely different textures, though. I'm not fully certain on how the Civ 5 texture engine/system works, but maybe there's some difference in texture dimensions that is causing the engine to resize the "blurry" texture when it renders it on the map?

Otherwise, sorry, I just don't know enough about how their engine works to offer more.
 
most textures will be blurry, except some places where they are sharp. There is a higher chance that they will be blurred if it is flatland, but not if it is a hill
Do you mean the opposite? I.e., blurred if hill/coast (as in the pic)?
It appears to be because the height map results in a stretched and warped version of the texture. Not much you can do about it with the way these deformations are applied (besides making everything less sharp to blend better).
 
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