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Tiling Textures

PostPosted: Sat Mar 15, 2014 03:36
by John1
An idea for cutting back on the tiled look:
Create multiple (like 5) extra textures for each node.
The nodes would, at runtime, be randomly assigned a texture from their node type.


A stone example with only one extra texture, and a poor one at that:
Image

PostPosted: Sat Mar 15, 2014 10:05
by Calinou
Sounds like the "repeating" or "random" textures of MCPatcher. I would like to see those too, ideally without having to edit any Lua code so that texture packs can implement it by themselves.

PostPosted: Sat Mar 15, 2014 11:02
by hoodedice

PostPosted: Sat Mar 15, 2014 12:15
by PilzAdam
It could be done like soundfiles: Texturepacks can provide <texture_name>.n.png, where n is 1 - 9.

PostPosted: Sat Mar 15, 2014 12:51
by Evergreen
PilzAdam wrote:It could be done like soundfiles: Texturepacks can provide <texture_name>.n.png, where n is 1 - 9.
That is a good idea.

PostPosted: Sat Mar 15, 2014 14:53
by addi
PilzAdam wrote:It could be done like soundfiles: Texturepacks can provide <texture_name>.n.png, where n is 1 - 9.

thats a realy good idea

PostPosted: Sat Mar 15, 2014 16:51
by stu
PilzAdam wrote:It could be done like soundfiles: Texturepacks can provide <texture_name>.n.png, where n is 1 - 9.


+1 I like this idea too, however, doing this like sound files (ie randomly) could result in different tiling each time a scene is rendered.
Perhaps using the node coords as a seed would ensure the same texture will always be used at any given location.

PostPosted: Sun Mar 16, 2014 02:00
by John1
stu wrote:+1 I like this idea too, however, doing this like sound files (ie randomly) could result in different tiling each time a scene is rendered.
Perhaps using the node coords as a seed would ensure the same texture will always be used at any given location.


I don't see why this would be a problem, the textures should be similar enough to not make any sort of noticable difference.

PostPosted: Sun Mar 16, 2014 11:53
by Evergreen
John1 wrote:
stu wrote:+1 I like this idea too, however, doing this like sound files (ie randomly) could result in different tiling each time a scene is rendered.
Perhaps using the node coords as a seed would ensure the same texture will always be used at any given location.


I don't see why this would be a problem, the textures should be similar enough to not make any sort of noticable difference.
True, but it would still be best to do what stu said.

Re:

PostPosted: Fri May 02, 2014 06:54
by spootonium
PilzAdam wrote:It could be done like soundfiles: Texturepacks can provide <texture_name>.n.png, where n is 1 - 9.


One further possibility might be to use additive or alpha-blitting (such as is done with minerals) to obtain exponentally many permutations from a few, canned textures. By inserting a local method call into "tiles=" and using maybe using something quick-and-dirty for pseudo-random generation, it could all be done quite "cheaply" in Lua.