Some trunks are hard to make into a texture from photo, I had better results hand painting these textures. That said, I'll try to provide more complete sets in the future..
About plant names, I tried my best at naming the ones I could easily identify, for most I couldn't find their name - yet.
For future releases I'm hoping pixel32 will help me with the naming ;)
@kddekadenz: yes sky works great as background, but when I go out prepared I take a white cardboard/paper/cloth background with me
It's a post-apocalyptic role playing game, similar to fallout/madmax in setting and atmosphere. Lots of scavenging for resources and exploration of abandoned scientific complexes and military bunkers..
I'll take a look at the sources once I sort out the VST plug-ins LMMS is complaining about. Although this is my first time ever looking at digital music compositions, so I really have no clue about what I should be doing :)
I don't want to hijack RainHippie's thread, but since the discussion is going in this direction, where would one find such open rulesets?
I'm making an rpg also (post apocalyptic), and have a similar system to that of Fallout games - base stats, skils and perks / traits. Now I didn't just blatantly copy fallout, but it was a natural progression, many games use the same stats like strength, inteligence, charisma, dexterity/agility, endurance/constitution etc, only difference is that the Fallout team made some fuss about it and they slaped a name on their 'system' - SPECIAL.
Skills that are derived from base stats are also pretty common in games, and having skills such as explosives, guns, melee, barter, speach, lockpick is also pretty standard and I don't know how one canb copyright such common names, or how would I (and everybody else) go about naming them differently.
I'm using traits (working name) to describe npcs personality, like aggresiveness, bravery, etc. so for instance intimidating an npc wouldn't just be a roll againts his strength, so I can have strong characters that are easily scared / intimidated.. While I plan for the player to aquire additional 'perk's during gameplay mainly in the form of special training from different npcs, as a reward not level based like say every 2nd level..
One type of currency I planned was bullets, did a quick search and found that a game called Metro already used this idea, can this also be a potential 'problem'?
So how much am I infringing / deriving here? What must I change or rename to be in the clear?
I don't use detail textures that much, I just blur the mip-maps and blend to average color of texture, so the texture is seen from an airplane as solid color without any patterns and from up close it has all the details. I blend a base color map over the terrain, to give back some color variations and more detail to blured out mipmaps in the distance. Works great for me.
I made them with a hair simulation system. In one or two I made seam lines on purpose to give the effect of a "square cut grass". This was made some time ago and was my first attempt at something like this, could put more effort into it.
@Duion, yes there will be more (as already mentioned),
I plan to update this entry with more textures in the near future, or would a separate entry be better?
I uploaded as separate files so that people can see and pick the ones they need. No zip file is mainly due to my mobile internet that has limited bandwidth and slow speeds...
@Julius, haven't tried yet, if/when I get around to making some plant models from them, I will. I imagine I'd be resizing them at least if not some other minor tweaking and arranging them into a atlas texture afterwards for efficiency.. that's why I thought it's a bit pointless making normal maps at this stage. You get better results if you custom tailor the normal maps for your renderer anyway.
For very small plants and leaves on tall trees I don't use any normal/bump mapping, only for trunks, branches, bigger vegetation that can be viewed from up close..
Some trunks are hard to make into a texture from photo, I had better results hand painting these textures. That said, I'll try to provide more complete sets in the future..
About plant names, I tried my best at naming the ones I could easily identify, for most I couldn't find their name - yet.
For future releases I'm hoping pixel32 will help me with the naming ;)
@kddekadenz: yes sky works great as background, but when I go out prepared I take a white cardboard/paper/cloth background with me
It's a post-apocalyptic role playing game, similar to fallout/madmax in setting and atmosphere. Lots of scavenging for resources and exploration of abandoned scientific complexes and military bunkers..
I'll take a look at the sources once I sort out the VST plug-ins LMMS is complaining about. Although this is my first time ever looking at digital music compositions, so I really have no clue about what I should be doing :)
Indeed, found a couple more that I'd like to use, some really good tracks you have there!
Thanks again!
Just perfect. My game is about exploring devastated / dead cities, towns, and I pictured a dark ambient sound just like this :)
Thank you!
Wow, nice stuff! I'm looking for exactly this kind of ambient bg music. Many thanks!
I don't want to hijack RainHippie's thread, but since the discussion is going in this direction, where would one find such open rulesets?
I'm making an rpg also (post apocalyptic), and have a similar system to that of Fallout games - base stats, skils and perks / traits. Now I didn't just blatantly copy fallout, but it was a natural progression, many games use the same stats like strength, inteligence, charisma, dexterity/agility, endurance/constitution etc, only difference is that the Fallout team made some fuss about it and they slaped a name on their 'system' - SPECIAL.
Skills that are derived from base stats are also pretty common in games, and having skills such as explosives, guns, melee, barter, speach, lockpick is also pretty standard and I don't know how one canb copyright such common names, or how would I (and everybody else) go about naming them differently.
I'm using traits (working name) to describe npcs personality, like aggresiveness, bravery, etc. so for instance intimidating an npc wouldn't just be a roll againts his strength, so I can have strong characters that are easily scared / intimidated.. While I plan for the player to aquire additional 'perk's during gameplay mainly in the form of special training from different npcs, as a reward not level based like say every 2nd level..
One type of currency I planned was bullets, did a quick search and found that a game called Metro already used this idea, can this also be a potential 'problem'?
So how much am I infringing / deriving here? What must I change or rename to be in the clear?
Top down, or from the front side?
I don't use detail textures that much, I just blur the mip-maps and blend to average color of texture, so the texture is seen from an airplane as solid color without any patterns and from up close it has all the details. I blend a base color map over the terrain, to give back some color variations and more detail to blured out mipmaps in the distance. Works great for me.
I made them with a hair simulation system. In one or two I made seam lines on purpose to give the effect of a "square cut grass". This was made some time ago and was my first attempt at something like this, could put more effort into it.
@Duion, yes there will be more (as already mentioned),
I plan to update this entry with more textures in the near future, or would a separate entry be better?
I uploaded as separate files so that people can see and pick the ones they need. No zip file is mainly due to my mobile internet that has limited bandwidth and slow speeds...
@Julius, haven't tried yet, if/when I get around to making some plant models from them, I will. I imagine I'd be resizing them at least if not some other minor tweaking and arranging them into a atlas texture afterwards for efficiency.. that's why I thought it's a bit pointless making normal maps at this stage. You get better results if you custom tailor the normal maps for your renderer anyway.
For very small plants and leaves on tall trees I don't use any normal/bump mapping, only for trunks, branches, bigger vegetation that can be viewed from up close..
If you are interested I can upload the source photos I took for making this texture, and others..
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