Download Overgrowth Texture Pack
Niki Debruin <[email protected]>
| Newsgroups | alt.comp.linux |
|---|---|
| Message-ID | <[email protected]> |
Overgrowth Resource Pack (1.19.3, 1.18.2) for Minecraft improves the game from every aspect by attempting to renew the textures and give them a new clean look, but still leaving the vanilla style. You will also have fresh 3D models for blocks and mobs. The Pack is very epic and unique resource pack in its way, which significantly changes the game world (although it remains the same serene atmosphere). Replaced a lot of textures-blocks, mobs1, some things with tools. Besides, the textures are rendered in a resolution of 32 x 32 pixels, which makes the overall detail of items progress! The terrain in Overgrowth has looked nice in the distance, but many of you noticed that it looked a bit blurry close up. This is because it didn't have a real detail texture yet! Detail textures are tiled images that are used to provide close-up material definition. Here is the base color map for an Overgrowth terrain (lighting and atmospheric effects are disabled for clarity): download overgrowth texture pack Download https://t.co/PC5yt9cvBz It looks pretty blurry! You can tell that the green area is meant to be grass, and the brown area is meant to be dirt, but it doesn't have any detail. You can't see any of the clumps of grass or flakes of dried dirt. To add these details, we use slightly modified photographs (as described in this post). Here are the textures used in this example: Now that we have these three textures, where do we put them? My solution was to find the average color the each texture and compare it to the color at each pixel in the base terrain color map. Here is the average color of each of these detail textures: When I am designing levels, I always seem to need more big rocks. The tricky thing about making really massive rocks is that they require equally massive textures, which can use up too much texture memory. We can use tiling textures to use less memory, but they usually look bad because they don't match the geometry. However, a tiling texture seemed like my best bet, so I made a tiling rock texture from a photo I found at cgtextures.com using Photoshop (offset filter FTW!) The photo is on the left, and the tiling texture is on the right: I was trying to think of better ways to make my huge rock when I remembered that I can use CrazyBump, the tool I use to make tangent space normal maps, to make decent displacement maps as well. Here is the displacement map that CrazyBump generated from my rock texture: The displaced model looked really cool, but it had way too many polygons for the game. 3DS Max has a simplification algorithm built-in, but it doesn't preserve UV texture coordinates. Here is the simplified rock mesh wireframe: I needed some way to preserve the UV texture coordinates as well. Our OffTheGrid technology can do that, but we don't yet have a good interface for using it on non-terrain models. I looked around a bit, and found a plugin for 3DS Max called Polygon Cruncher. I was pretty happy with the results. Here is the simplified rock in the engine with its color and normal maps intact: Now the final model has the best of both worlds -- the memory efficiency of tiling textures, and the geometric accuracy of unique textures. That is not even considering all the time saved with this technique. So a texture is an image that is wrapped around a 3D model to add apparent detail -- but what's a texture atlas? A texture atlas is an image that contains multiple textures. For example, below you can see a character texture on the left, and a texture atlas on the right (with four character textures). There are two main reasons to use a texture atlas. First, it can increase rendering speed by allowing you to batch more objects into a single draw call. For example, if all the plants in the game use just one texture atlas, then you can draw them all at the same time. Otherwise you would have to draw one group of plants, switch texture state, draw another group of plants, and so on. Second, it allows you to use unusually-shaped textures. Most graphics cards are designed to use textures that are square and have dimensions that are powers of two, such as 256x256, 512x512, and so on. But what if you have a graphic that is 550x130? You would have to put it in the middle of a 1024x1024 texture, and waste all the extra space. Alternately, you could pack a lot of unusually-shaped textures into one square texture atlas, and hardly waste any space at all! To create a texture atlas you just need to combine several textures into one image, and keep track of the coordinates of each subimage. Henry created that Black Shades atlas entirely by hand, moving subimages around and checking pixel positions. However, since then he found an interesting online tool for creating texture atlases, called Zwoptex. Alternately, you can create them automatically. There are a number of tools that you can use for this, or you can write your own. There is an algorithm with pseudocode here that you could try. In Overgrowth, after calculating shadow maps, they are automatically combined into a texture atlas. The shadow map atlas is created using an algorithm similar to the one linked earlier, using a greedy algorithm to fill from one corner outwards. However, in the Overgrowth version, the textures are sorted by size. First, it starts at the smallest textures and walks upwards to create a list of the textures that will fit in the atlas. Then it adds the list to the atlas starting at the biggest one to make sure that there are no gaps. Texture coordinates are usually relative to the size of the individual texture, with (0,0) corresponding to one corner, and (1,1) corresponding to the opposite corner. But what happens when the texture is added to an atlas? Let's consider three points on our original example, and their corresponding points in the atlas: Each of the coordinates is scaled by (0.5,0.5) and offset by (0.0,0.5). When creating the atlas you have to keep track of the offset and scale for each texture so that you can access them again later. In Overgrowth, the shadow map offset and scale is applied using the vertex shader so that the same model can be used with multiple shadow map coordinates. Texture atlases will not work with tiling textures. Instead of tiling, they will start showing other textures in the atlas, which is almost certainly not what you want. The same is true for models that have texture coordinates outside of the range from 0 to 1, assuming that they will wrap around. It is also inefficient to use texture atlases if not all of the textures are used at once. For example, if you have all your plants on one texture atlas, and the level only uses one plant, then you are wasting a lot of texture space on the graphics card. The texture atlas should only be used if all or most of the textures are likely to be visible. The author also recommends changing the default graphics settings. This will make it possible to open all the features of the textures, but it may use more power of your graphics card, so in the case of low-end video cards, you can try not to use all the recommended settings. The most important points of the settings are: The site presents exclusively unique modifications, each of which is accompanied by a detailed description of the features, a video review, instructions for use and installation, which makes it easy to determine whether the selected addon is suitable for the player. The site presents modifications and their variations, such as: texture packs, shaders, data packs and maps of game worlds. The mods catalog allows you to quickly navigate through sections and categories and select the desired addon not only by category, but also by version, release date and subject. Additionally, custom texture packs have several variations, which allows you to use this for better compatibility with the capacities of your PC. The Overgrowth 32x texture pack is another medieval-themed texture pack. Immediately after installing this texture pack, you will notice a wood-themed user interface. The textures in this texture pack are in 32 x 32 pixels, giving you an overall more defined detail. In the Overgrowth 32x texture pack, the changes in most blocks add an extra twist. Although this texture pack claims that it does not deviate too much from vanilla Minecraft, you would sometimes feel like you are playing a different game because of how far some blocks look compared to the original. Tiling textures are much more efficient than unique textures, which is especially important for large objects. The main cost of this efficiency is that tiling textures can look unrealistic when used incorrectly -- real rocks are not made of repeating tiles. The tiling is most obvious when there are distinct details that repeat, and the worst kind of distinct detail is an edge seam -- a sharp discontinuity between the tiles. Here is an example of a tiling rock texture with seams (highlighted on the left, but still present on the right). First, let's get our initial texture (with seams). For photosourced textures, I usually start by getting a photo from CGTextures.com, and cutting out a square. I pick an area that looks fairly uniform. This could still use a lot of work though. Even without seams, the tiling is obvious because of the features and colors in the texture. For example, there is one dark shadow underneath a rock which is obviously repeated over and over -- if we end up using this particular texture in the game I will have to fix that! When making tiling textures, we have to walk a fine line between making it tile invisibly, and making it visually interesting. There are a few more details you'll have to know to make tiling texture blocks like this in Phoenix (in the Overgrowth alphas). First you will need to add a normal map and specular map to take full advantage of the lighting system. If you want, you can just use the default 'diffusebump.tga' texture and skip making a normal map, but I'll explain how to use normal maps for anyone who is interested. You can make a decent normal map from a color map very easily using CrazyBump. If you don't have CrazyBump there is a free Nvidia plugin that works in Photoshop. f448fe82f3