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Author Topic: Making a marsh  (Read 3333 times)

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agracier

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Making a marsh
« on: February 16, 2022, 03:58:41 PM »

I've been fiddling around a long time trying to make textures that look like marshes or swamps, but most have never been very successful.

I did hit on another way to make a good simulation of a marsh by using water as RGB 30 and then assigning a texture with predominately green/brown coloring. At the same time, my_mapC (which assigns where water appears through an app that creates map_c) needs the marsh areas to be given RGB vales of around RGB 120 to 130.

Like this:



Normally these light RGB values create surf or underwater reefs/coral/shallows, but if it is covered by RGB 30 in map_t, then the surf disappears and the texture assigned to the water RGB 30 slot in the load.ini will become very predominant and 'shine through' giving the water a greenish marshy effect. Of course care must be taken to use a suitable texture. Here is the texture I used in the examples below (not to scale).



Here are a few screen shots to show the effect:
















Of course not many maps need marshes, though you'd be surprised how often you find them in coastal desert regions.


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genXgamer

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Re: Making a marsh
« Reply #1 on: February 16, 2022, 04:16:34 PM »

G'day agracier

Really impressed, thanks for sharing your knowledge.
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WxTech

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Re: Making a marsh
« Reply #2 on: February 16, 2022, 11:54:46 PM »

Neat evolution of the use of textures in non standard ways. Id love to see this in effect on a map, so that I can dynamically examine it under different conditions and from a variety of viewpoints...
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Yaro59

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Re: Making a marsh
« Reply #3 on: February 17, 2022, 02:17:56 AM »

They look realistic
It's true, almost every map has swampy areas, regardless of climate zone.
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agracier

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Re: Making a marsh
« Reply #4 on: February 17, 2022, 02:37:38 AM »

Neat evolution of the use of textures in non standard ways. Id love to see this in effect on a map, so that I can dynamically examine it under different conditions and from a variety of viewpoints...

I made this on a sort of tryout map, an island map. There are a few small things to finish yet before it's functional and complete as a game map. But I can zip it up and post a beta version so you can try it out.
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WxTech

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Re: Making a marsh
« Reply #5 on: February 17, 2022, 02:55:51 AM »

Yes, I would love to have an early crack at seeing what this new technique offers!

Glenn
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Uzin

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Re: Making a marsh
« Reply #6 on: February 17, 2022, 03:28:08 AM »

As far as I remember, functioning swamps (that is which swallow the plane there landed) I had made by covering in 3d of mapbuilder a piece of river or lake with textures of a meadow. Cannot find the link so far, but there were some pictures of sinking plane there. I think it was somewhere at Estonia map.
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agracier

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Re: Making a marsh
« Reply #7 on: February 17, 2022, 03:34:02 AM »

As far as I remember, functioning swamps (that is which swallow the plane there landed) I had made by covering in 3d of mapbuilder a piece of river or lake with textures of a meadow. Cannot find the link so far, but there were some pictures of sinking plane there. I think it was somewhere at Estonia map.

I haven't tried 'landing' a plane yet on this marsh. I'll give it a try and see what happens.

I've also tried often enough to place textures on top of water areas, but the water always shows through and the textures only show up on parts of the river banks, not on the water itself.
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agracier

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Re: Making a marsh
« Reply #8 on: February 17, 2022, 03:57:58 AM »

Here's a link to the map as it stands now. It's flyable with a silly placeholder name, but not yet finished, with only a small actors and an airfield tucked away in a map corner. But it does function. I also included all working layered psd files, so it will be easier to fool around with the map and see what other changes you might wish to make or try out.

The marshes are on the southern part of the main island in the bottom righthand corner ...



Download Link
https://www.mediafire.com/file/0qtmgbtm1iuqkji/ag_Somewhere.7z/file

I hope others get the same effect as I did. I flew around some dozen times to be certain the marsh effect was not a onetime fluke. Curious how this will look to other members.

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Uzin

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Re: Making a marsh
« Reply #9 on: February 17, 2022, 04:17:18 AM »

As far as I remember, functioning swamps (that is which swallow the plane there landed) I had made by covering in 3d of mapbuilder a piece of river or lake with textures of a meadow. Cannot find the link so far, but there were some pictures of sinking plane there. I think it was somewhere at Estonia map.

I haven't tried 'landing' a plane yet on this marsh. I'll give it a try and see what happens.

I've also tried often enough to place textures on top of water areas, but the water always shows through and the textures only show up on parts of the river banks, not on the water itself.
Textures should be of the type "plates", they are strictly horizontal.
In fact, they are objects -plates.

See here in STD:
[buildings.Plate$Swamps]
Title           Swamps
Mesh            3do/Buildings/Swamps_QuickSand/Swamps/1/mono.sim

https://www.mediafire.com/file/hp3b5s2aazjzgvk/Swamps_QuickSand.zip/file

And here are links_:
https://www.mediafire.com/file/5dj0dn454xt80p8/Swamps.7z/file

https://www.mediafire.com/file/hp3b5s2aazjzgvk/Swamps_QuickSand.zip/file

You may fiddle with tga files appearance, but principle of plates remains.
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agracier

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Re: Making a marsh
« Reply #10 on: February 17, 2022, 01:08:42 PM »

a few more screens ... looking to pinpoint the more precise RGB value needed on My_mapc for creating shallow water ...















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Artiglio

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Re: Making a marsh
« Reply #11 on: February 17, 2022, 01:35:26 PM »

😱😱😱Wow an amazing job 🤩
 
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