Generating Land Textures...

Generating Land Textures...

Post by Kevin Sto » Mon, 20 Nov 1995 04:00:00

        Since it is hard to visualize what we have so far.. I will email
anyone who asks, a 500X500 resolution JPEG containing 4 screen shots of the
land in both 3D and 2D forms.  The 207kb file is Sitted and BinHexed on a
Mac.  Those useing PC's wishing to decode the file and who do not have
Stuffit Expander, please specify what you have in terms of unstuffing
programs and I'll see what I can do.  :)
        With these screen shots you will be able to immediately notice
the texture's generic and 'clay like' look, that we would eventualy wish to
avoid.  Any ideas would be greatly appreciated.  :)
-Kevin Stone

Generating Land Textures...

Post by Chuck Howar » Mon, 20 Nov 1995 04:00:00

You may mail the  500X500 resolution JPEG's to me if you still
have the problem, so we can continue the conversation. Is the 500x500
pixels, meters, kilometers or what?

-Chuck Howard                                         -



Generating Land Textures...

Post by Andreas Brendstu » Tue, 21 Nov 1995 04:00:00

:> Newsgroups:
:> Date: 19 Nov 1995 05:07:39 GMT
:> Organization: South Dakota School of Mines and Technology
:>    For a game I'm writting, I generate a 3D triangular mesh from a
:> hieght map which will be used to represent land.  I also generate a
:> texture map (which is just a colorized version of the height map) that
:> overlays perfectly onto the mesh... so mountians are grey and the
:> low-lands are green... I think you get the picture.
:>    As you can guess, this isn't a very good depiction of what land really
:> looks like.  Even after adding shadows to the texture-map, it still
:> dosn't have a very "realistic" feel.  Real land has "fields" of colors
:> from greens to tans, and from greys to white.  However, I can't come up
:> with any ideas on how to accomplish this.
:>    Does anyone out there have any ideas on how to create realistic
:> looking land textures?
:> Thanks. :)
:> Sincerly,
:>   Brian Stone

I'm working on the same problem and would like to hear more from you.
I have also made a program that takes as input Delauney triangulated
data and outputs a texture maps.  To get a more realistic texture you
can use (in addition to just the height) the angle of the plane that
the point is lying in.  You can also use a random generator to get a
more varying texture - that is, low-lands are green but not always the
same green color.

I have some other ideas also.  What I would like to hear from you
(and others) are how you generated the shadows.  And, yes I would like
the image you have generated.


      _/                     _/       _/


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