Saturday, May 10, 2014

Atlas expanded, explained.

The texture atlas system from the last post is now fully functioning, with modifications.
We ended up adding more types, so the finished atlas now requires 24 different textures.
The problem with the previous type was that if you rotate the floor tiles to match shadow/edges the actual "tiling" (Repeat-ability) of the texture gets broken. The fix was to add new floor types for all rotations so we do not have to rotate them in-game.

Example of proper tiling, without rotation:
 

And here is the same one, but one tile rotated:
 

It might not be immediately obvious, but the second picture has a line going down the middle and the drawn-inn highlights are wrong. These lines get more pronounced the more advanced and bigger your textures get.

We got one of the artists that worked on Teslagrad, Olli, to draw a proper tileset for us, here is the result:

As you can see from the picture, the corner is extra darkened without any proper lighting taking place. The same goes for the connection of the walls to the floor. There is at least 10 different textures in this image, all combined into one atlas.

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