Spellcaster Studios

Make it happen…

Tile builder

Took me longer than I expected, but it also has more functionalities available… I give you:

The AUTOTILE BUILDER:

tile_builder02

This does what I described in the last post: creates transition tiles between two types of “terrain”, depending on a mask. It also allows for the user to specify a template material that is used to setup all the material colors of the generated tiles (from shaders to custom properties).

Results are fairly good, considering that I used for my tests just some test textures my artist did (with still some artifacts on the edges), and some hand drawn masks.

tile_builder01

tile_builder03

This generates an atlas of textures:

atlas_grass_dirt_000_diffuseatlas_grass_dirt_000_normal

which is much more efficient for rendering (I can batch the whole terrain if it shares the same atlas page). On this example, we only have 2 textures with 3 masks (full mask, segment and a corner). Each of the textures has a diffuse map and a normal map. They’re blended and used to build a “seamless” terrain tile.

In action this looks pretty good, although we’re still discussing what’s the camera distance of the game, to find out what’s the ideal image size for each terrain tile.

 

On another note, day job has been a bit more time consuming lately, hence the lack of updates… Hopefully, this phase will pass and we won’t be so tired and will be able to dedicate some more time to Grey.

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