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193 commits

Author SHA1 Message Date
Stuart Buchanan
bdedb1dcc4 Material changes for procedural streetlights 2021-08-29 18:26:16 +01:00
Stuart Buchanan
164112a8c0 WS30: Properties for lit roads 2021-08-21 17:16:28 +01:00
Stuart Buchanan
8a94ffa7e1 WS30 Use proper inheritance for ws30water 2021-05-08 20:41:58 +01:00
Stuart Buchanan
c87798c610 WS30i: Initial coastlines 2021-05-03 15:47:13 +01:00
Erik Hofman
edc810ea13 Final update: Add more procedural texturing, less greenery, more variation. 2021-03-26 16:11:25 +01:00
Erik Hofman
d919e47ea6 A number of small updates to the material definitions and use the new /sim/rendering/desert propery to adjust the amount of sand/gravel at a particula latitude. 2021-03-25 11:15:17 +01:00
Erik Hofman
c3e8c724b4 Add tree effects where required for autumnt coloring 2021-03-23 21:37:51 +01:00
Stuart Buchanan
88209b1eb9 WS30: Add missing materials and landclass mapping 2021-03-22 15:27:41 +00:00
Erik Hofman
09ed8d2554 Tweak the african mediteranian airport keep, grasslands, schrub cover, crop areas and grasslands 2021-03-21 14:09:04 +01:00
Erik Hofman
48685a5ada Activate the california regional texturing 2021-03-16 11:07:07 +01:00
Erik Hofman
f8711a67cb A massive renovation project: Tear down old industry and create shoe-boxes 2021-02-17 22:07:46 +01:00
Erik Hofman
ee6a5490fa Add a second industrial (resynthesized) texture 2021-02-16 14:06:45 +01:00
Erik Hofman
a8b278005b Add an European industrial definition 2021-02-16 11:29:11 +01:00
Erik Hofman
fbab222994 use the new, less whashed out version of the tree textures 2021-02-15 12:42:21 +01:00
Erik Hofman
3c619d382f Use the new and better mixed crop texture 2021-02-15 12:36:24 +01:00
Erik Hofman
5b9188db2a use the high resuloution tree textures 2021-02-14 15:52:17 +01:00
Erik Hofman
f346b1ebf0 Add a Foursquare horse farm 2021-02-12 10:14:50 +01:00
Erik Hofman
51741cde8b Add a Foursquare farm 2021-02-12 10:02:57 +01:00
Erik Hofman
207ba922bd Add a traditional stone farm with a straw rooftop 2021-02-11 14:01:02 +01:00
Erik Hofman
796693d68f Add African farm buildings and assign them in the materials files 2021-02-10 15:03:35 +01:00
Erik Hofman
65fea87637 Set the default to US agriculture buildings since all the other regions are defined individually. 2021-02-10 11:42:36 +01:00
Erik Hofman
58944c3aa8 Reference the new is-farm-buildings 2021-02-09 15:01:05 +01:00
Erik Hofman
39ea9d9605 Add a set of US farm buildings, for inclusion in a materials file 2021-02-09 14:50:44 +01:00
Erik Hofman
6d5d00f5b9 Add some buildings for an old-fashioned all brick farmhouse 2021-02-09 11:44:29 +01:00
Erik Hofman
74a790c116 Add a farm for small livestock. Move agriculture buildings to the Agriculture directory 2021-02-07 14:09:00 +01:00
Erik Hofman
ba5f7b2b4f group farm buildings in three distinctive farms: crop, cattle and horse farms 2021-02-07 11:53:19 +01:00
Erik Hofman
0ffcc94da5 Improved vegitation (masks) 2021-02-06 13:40:24 +01:00
Erik Hofman
95f959cdda Change the scale of the irregular crop texture 2021-02-03 10:00:59 +01:00
Erik Hofman
1f647a3861 Better use of available textures 2021-02-01 13:31:08 +01:00
Erik Hofman
1339654a25 Finetune the crop settings 2021-01-31 11:58:17 +01:00
Erik Hofman
881948bdbc Improved europe region 2021-01-30 15:30:50 +01:00
Erik Hofman
e70f096654 Remove any reference to the winter textures which are relaced with a snow shader now 2021-01-19 13:10:06 +01:00
Erik Hofman
40e871a911 Implement a simple snow shader for the low quality levels 2021-01-19 11:10:44 +01:00
Fernando García Liñán
5e3131d384 Add material definitions for Oceania by IskenderWang 2021-01-05 14:20:41 +01:00
Stuart Buchanan
3e3593119c WS30: Shader change to use texture atlas
These changes use the generated Texture2DArray for
texture lookup, supporting arbritary sets of material
textures.
2020-12-05 13:11:59 +00:00
Stuart Buchanan
78f72a5ec3 WS30: Landclass to material map in materials.xml
Initial mapping of landclass to material names based
on CORINE.
2020-11-29 19:31:31 +00:00
Stuart Buchanan
4aff635cdb WS3.0: Initial commit of WS3.0 rendering 2020-11-08 22:44:34 +00:00
Erik Hofman
99ecc9a563 Some final tweaks to the iceland scenery 2020-10-30 12:32:52 +01:00
Erik Hofman
b82963c540 Complete overhaul of the Iceland materials file 2020-10-29 23:55:36 +01:00
Erik Hofman
5b01752fb0 Some final tweaks for a more consistent look and feel 2020-10-28 10:00:33 +01:00
Erik Hofman
e2b200cd27 Greatly improve the Brazilian cerradio areas (near SBMQ) 2020-10-27 12:45:31 +01:00
Erik Hofman
21675f903f vnts:
Materials changes version 2 - Iceland and California

1. Keep regional definitions for the new default airport BIKF, and Iceland. Uses
 new grass colours texture airport-grass-summer3.png with custom autumn effect i
n alpha channel, and bare volcanic bare ground layer - to produce patchy grass a
nd blend in with surrounding landclasses. 3d grass overlays have height modulati
on turned on so grass patches are followed. Actual grass cover and colour at BIK
F varies a lot even for the same month in different years going by photos, needs
 autumn effect to depict the range properly. The grass near the terminal areas s
eems to receive a more water while the rest is often quite bare in photos - the
current patchy-ness is a compromise. The texture for low settings is still autum
n-grass-summer2.png.

2. Keep regional definitions for KSFO and California. Switches to grass effect s
o 3d grass is enabled. Grass layer and patchy bare ground layer format with heig
ht modulation for 3d grass. Currently tuned to hints of dry green grass similar
to the old version.
2020-10-22 15:13:04 +02:00
Erik Hofman
a59ca8bd24 DOS line endings to Unix line endings 2020-10-22 15:12:20 +02:00
Erik Hofman
407350229f Also improve the littoral areas for other regions with the default littoral definition. 2020-10-18 15:30:42 +02:00
Erik Hofman
7583a51b0a Improve littoral areas 2020-10-18 11:27:23 +02:00
Erik Hofman
bf9c0f12e1 Materials changes version 1
1. Changed airport_grass_overlay.png to airport_grass_structure_overlay2.png

- africa_rainforest.xml, azores.xml, brazil_amazon_forest.xml, brazil_pampas.xml, brazil.pantanal.xml, california.xml, corse.xml, global-summer.xml, mexico.xml, south_east_asia.xml, southern_europe.xml, tropical_south_america.xml, us_southwest.xml

2. Added old airport_grass_overlay.png as airport_grass_structure_overlay1.png
- jan-mayen.xml, ascension.xml (volcanic island)

3. Changed <overlay_layer_magnification> for files using airport_grass_structure_overlay2.png. Conversion: 8.0 units in structure_overlay1 = 60.0 units in structure_overlay2.

- 60.0: africa_rainforest.xml, azores.xml, brazil_amazon_forest.xml, brazil_pampas.xml (4.0), brazil.pantanal.xml, california.xml (grain_layer), corse.xml (grain_layer), global-summer.xml, jan_mayen.xml, mexico.xml (grain_layer 4.0), south_east_asia.xml, southern_europe.xml (grain_layer 4.0), tropical_south_america.xml (grain_layer), us_southwest.xml (grain_layer)

4. Specified <overlay_layer_magnification> for AirportKeep using a normal texture in the n="14" slot instead of a structure texture without specifying magnification. The reason is the new default structure texture uses a much higher magnification. The old value used was 8.0 from global-summer.xml.
- us_southwest.xml (8.0), california.xml (8.0),

5. Specify <grain_layer_magnification> as 4.0 for jan-mayen.xml. Global-summer.xml didn't specify it so the material got settings from the effect default.

6. Multiply alpha channel of airport_grass_structure_overlay2.png by 0.7 to reduce very subtle tiling to almost zero for worst case (e.g. white areas of southern_europe.xml keep). This is visible only at closer ranges at very specific angles. Change southern_europe.xml grain_layer_magnification to 50.0. Best fixed with grain_alpha uniform.a new

7. Increase <overlay_alpha> to greater than 1.0 in global_summer.xml for structure overlays for keeps to compensate for multiplying strucuture_overlay2.png alpha by 0.7. Target goal was 0.85 - there is some almost imperceptible tiling from very specific angle close up and this can be lowered a bit further if needed.

8. Specify <overlay_alpha> as 1.0 for overlays where airport_grass_structure_overlay2.png is not used, or is used in the n="15" grain layer slot.
- africa_desert.xml,  africa_mediteranean.xml, ascension.xml, brazil-caatinga.xml, corse.xml, california.xml, greenland.xml (new definition), hawaii.xml, iceland.xml (new definition), southern_europe.xml, tropical_south_america.xml

9. Changed name of airport-grass-autumn.png to airport-grass-summer2.png.

10. Use airport-grass-summer2.png (brown-grey-green) grass texture for in greenland.xml as the green one is out of place. D-ECHO is working further on Northern area keep.

11. Changed <texture> reference in california.xml from airport-grass-autumn.png to airport-grass-summer.png.

12 Grass scale for airport-grass-structureoverlay2.png: roughly 60 (roughly guessed by displaying RBG strucuture texture against airport_grass2.png.).

13. Changed california-grass.png to california-grass2.png:
mexico.xml,

14. Added 3d grass to california and iceland grass definitions.

15. Iceland and BIKF for the moment uses the dull brown-grey.green airport-grass-summer2.png. Once a control for specifying grass texture magnification is in it's possible to do a dark volcanic underlying texture with spots of grass/moss.

16. Started a Keep definition in europe.xml so maybe in future a new global grass type can be a bit less yellow than for Europe and mid latitude locations away from the equator.

----
Note:

Possible unresolved minor problem found with colour of 3d grass: AirportKeep effects can specify textures with grass colours in either the base slot or the overlay slot. e.g. us-southwest.xml specifies the grass colour in the overlay slot and the ground underneath in the base layer slot.
The 3d grass shader assumes a magnification of 1.0. When overlay or base layer magnifications are not 1.0 same the grass colours don't quite line up. Some difference between ground underneath and grass is probably desired to make the grass blades more obvious. It's not a big problem in dryer areas as the grass density is low and the dry textures colours are similar looking. Eventual fix: add a <grass_color_layer_magnification>.
2020-10-13 10:38:41 +02:00
Erik Hofman
738cd3d963 Fix an issue for deserts introduced by the texture color matching process: too dark spots in the desert 2020-10-08 12:37:21 +02:00
Erik Hofman
8f38c737a2 Improved California regional definition by vnts 2020-10-07 13:35:40 +02:00
Erik Hofman
cf24eb2376 Improved airport grass overlays in coorporation with vnts 2020-10-07 13:35:12 +02:00
Erik Hofman
687df1abf6 Update the global materials to use the new summer grass airport keep 2020-10-06 10:15:26 +02:00