Tiling Textures

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John1
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Tiling Textures

by John1 » Sat Mar 15, 2014 03:36

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
Last edited by John1 on Sat Mar 15, 2014 03:36, edited 1 time in total.
 

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Calinou
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by Calinou » Sat Mar 15, 2014 10:05

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.
 

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by hoodedice » Sat Mar 15, 2014 11:02

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by PilzAdam » Sat Mar 15, 2014 12:15

It could be done like soundfiles: Texturepacks can provide <texture_name>.n.png, where n is 1 - 9.
 

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by Evergreen » Sat Mar 15, 2014 12:51

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.
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addi
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by addi » Sat Mar 15, 2014 14:53

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
 

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by stu » Sat Mar 15, 2014 16:51

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.
 

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John1
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by John1 » Sun Mar 16, 2014 02:00

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.
 

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by Evergreen » Sun Mar 16, 2014 11:53

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.
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spootonium
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Re:

by spootonium » Fri May 02, 2014 06:54

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.
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