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40 random reliefs for level authors
#1
Free to use and packaged as a custom level for easy previewing.

RandomTerrain.zip 1.5MB            1-20
RandomTerrain2140.zip 1.0MB   21-40

Easy instructions are in the ReadMe.txt file.

The updated algorithm adds river valleys/bug trails.

If anybody likes these, I can make more.

http://mtpaint.sourceforge.net/
Tips for fine-tuning a relief with an image editor:
Spoiler :
It's good to check the map in the game, after making changes,
keeping the editor open so changes can be un-done.

Gently lowering the contrast of an image, tends to make slopes less steep.

Adjusting the brightness changes the elevation of the whole map.

Gaussian blur will round-off sharp edges and flatten some areas.

A blend or smudge tool can be used to paint hills or flat areas.

Also, these images tile seamlessly, so you can pan the image to any spot you like.
#2
(01-29-2016, 08:52 PM)melex750 Wrote: Free to use and packaged as a custom level for easy previewing.

RandomTerrain.zip 1.5MB
Edit: fixed the missing sky texture in the level.

Easy instructions are in the ReadMe.txt file.

The updated algorithm adds river valleys/bug trails.

If anybody likes these, I can make more.

I really like these.  I have many plans for more user levels, I've already made on for regular colobot, check it out in one of my threads.  Please make more!  Maybe some that are flatter, too!
(01-29-2016, 08:52 PM)melex750 Wrote: Free to use and packaged as a custom level for easy previewing.

RandomTerrain.zip 1.5MB            1-20
RandomTerrain2140.zip 1.0MB   21-40

Easy instructions are in the ReadMe.txt file.

The updated algorithm adds river valleys/bug trails.

If anybody likes these, I can make more.

http://mtpaint.sourceforge.net/

Beautiful landscapes!  Are any of these suited for a landing spot and spots for buildings?  Like designated areas where the player lands and builds?

Thanks for these Smile
#3
Quote: Are any of these suited for a landing spot and spots for buildings?
Good question, thanks for asking.

These reliefs are generated by a program which is a work in progress.

The aim of this project is to be able to make realistic terrain and
support the creation of fun and interesting levels for the game.

Realism is an important factor in most games, allowing for better immersion.

Most of these maps have have areas that are flat enough to build on,
The size, shape, and position of those areas will vary.

Since large, perfectly flat areas, are rare in natural environments,
they will rarely occur in these maps, but it's easy to paint them by hand.

To make a flat spot, just use a single color and fill an area with it.
It's important to point out that the game does not require a completely
flat area for a building to be built on it. (See also Tips added to OP)

So far, the 2140.zip has some of the flattest maps, relatively speaking,
and like a flat tire, they may not be as fun or interesting.

At least a few more sets of reliefs will be posted here soon.

The program is currently being updated with varied features like
lake beds, impact craters, volcanic craters, and stalagmites.
#4
(02-21-2016, 12:54 PM)melex750 Wrote:
Quote: Are any of these suited for a landing spot and spots for buildings?
Good question, thanks for asking.

These reliefs are generated by a program which is a work in progress.

The aim of this project is to be able to make realistic terrain and
support the creation of fun and interesting levels for the game.

Realism is an important factor in most games, allowing for better immersion.

Most of these maps have have areas that are flat enough to build on,
The size, shape, and position of those areas will vary.

Since large, perfectly flat areas, are rare in natural environments,
they will rarely occur in these maps, but it's easy to paint them by hand.

To make a flat spot, just use a single color and fill an area with it.
It's important to point out that the game does not require a completely
flat area for a building to be built on it. (See also Tips added to OP)

So far, the 2140.zip has some of the flattest maps, relatively speaking,
and like a flat tire, they may not be as fun or interesting.

At least a few more sets of reliefs will be posted here soon.

The program is currently being updated with varied features like
lake beds, impact craters, volcanic craters, and stalagmites.

That's  funny. Just after I sent you that question, I discovered 21-40. They have flat enough ground for colonization efforts 

I'm giving you credit in my user level pack for making the relief I'm using. Your reliefs are great. Can I get the link to that program you're using?

Thanks so much
speedyblupi
#5
Right now the program is very raw and difficult to use.

I probably won't share the source code until I finish the basic algorithm,
but I plan to give it a better GUI, real-time editing, and 3D preview.
Eventually, it might be a complete level editor.
#6
@melex750 : As far as I know, @tomaszkax86 started it's own level editor in Java some years ago, maybe you guys should probably share your skills and codes to make official and most complete level editor for Colobot GOLD? I'm just suggesting...
#7
@RaptorParkowsky "official" level editor will probably be part of Colobot source code itself... when the code will become clean enough to attempt something like this
#8
A special game mode for level editing would definitely be cool.
#9
Sort of but not really related, does anybody now where one can find more ground textures like "roca2" and "rocb2"?  Or does anybody know how to make them?

Thanks alot.

Cool A little heads up- I am developing the Colobot Gold version of all the original Colobot user levels, so we can play our favorite user levels with the new versions of CoLoBoT! Big Grin
#10
Quote:Sort of but not really related, does anybody now where one can find more ground textures like "roca2" and "rocb2"?  Or does anybody know how to make them?

You'll have to make them. You need two base textures which you're going to mix. One texture (e.g. ground) is base texture, second texture (e.g. grass) is covering texture. You need to replicate them into a 4x4 grid, so you'll have a bigger texture with 16 identical tiles. One texture needs to be in lower layer, second texture needs to be in upper layer. Then you have to draw an alpha mask for the 16 tiles of the covering texture. You can use Photoshop, GIMP or Krita to do this. If you need specific instructions, I can make an example file in GIMP to explain the process.
"After three days without programming, life becomes meaningless."
~The Tao of Programming
#11
I did it for my Level pack, for planet Aria (and technically, Ethertron too).
I suggest using photo filtre 7 (an 8MB micro photoshop). I now remember I told you several times about it xD

There if you open or paste one thing in blank picture and then paste some other image on it, they don't get merge like they do in MS Paint, but are two separate layers. I suggest copying different stuff, noticing how new images you paste get added as new 'layers' you can select and work on, and experimenting with tools below:
"Adjust>duotone" tool,
"layer>transparency>transparent color" tool,
Also use magic wand for selection, and "adjust>replace color" for quick fill.
and use right click menu on one of the layers (on left side of the screen) and option "merge with previous layer".

If you experiment for several minutes and feel like you know how it works, paste in roca2 or rocb2 textures and apply duotone, and then transparent color, and see how it lets you get the 'shape'.

Then you must figure out what gets transparent, what gets projected and what not when you use "merge with previous layer" etcSmile

Then find some 'seamless textures' online on google images, and apply some stuff from "adjust" and "filter" menu, like blur, noise, pattern or brightness, color, saturation adjustments. Thats how I did my textures.

If you decide to use this tool here's some more tips, that you'll find out yourself anyway if you dig into this.
If you know what seamless textures are, and if you know that the roca2 and rocb2 textures are divided in 16 smaller seamless squares, you'll notice that you actually need to prepare your texture in a 4 by 4 square - making you copy your seamless texture in MS Paint several times to form 4 x 4 pattern - thats required for it to loop nicely, but that's a bit more advanced stuff. Oh, and you will want your grass/snow borders on square edges on your textures to stay straight where they are and not any pixel further (and they will move on the next of 16 squares if you for example blur the image, and it is a problem, that's hard to describe but fortunately easy to notice and understand when seen on ground in game).

When you're done, you may for example replace orignal roca2 or rocb2 textures with your work and run a terranova mission to check them out. (backup original textures first). Its faster than zipping/unzipping a userlevel mod, or creating your own level folder in game files.

For Colobot: Gold Edition check out my TrueLevels level pack, UI Texture replacement pack and Sound Effect replacement pack.
Trailer for TrueLevels and my youtube channel here. Cheers!
#12
A good place to find textures.

http://opengameart.org/textures


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