Commit Graph

93 Commits (master)

Author SHA1 Message Date
Mark b12e54ef21 New coal texture 2018-04-01 20:29:54 +02:00
Maikel de Vries aa892171fb update version to 8.0 in DefCore.txt, Scenario.txt and Version.txt 2018-01-28 13:18:46 +01:00
Clonkonaut fceda32505 Loam production: substitute sand for earth (#1148). 2017-10-27 13:22:37 +02:00
Clonkonaut ff92f958ac A different brick texture by Matthi. 2016-06-19 00:10:27 +02:00
Clonkonaut 5d2ae6a251 Fixed normal map for brick and brickback textures, by Tarte. 2016-06-18 19:47:04 +02:00
Mark 0c873a1950 Material: Oil
Added the material, does not burn yet, has no value in the game for now
2016-02-16 21:03:48 +01:00
Nicolas Hake 5f895c14fc Materials: Fix misspelling of "Incendiary" (#1680)
The wrong spelling will still be accepted as a material value, as long
as no value with the correct spelling exists.
2016-02-09 23:45:02 +01:00
Matthias Rottländer 7be85cf9d4 + modified rock_smooth to fit other textures a little bit better 2016-01-20 00:23:36 +01:00
Tobias Zwick 18c64e7052 correct normals of earth textures (green channel was inverted) 2016-01-16 16:57:15 +01:00
Tobias Zwick 996ce06ab4 finetuning shape defs 2016-01-16 16:57:15 +01:00
Tobias Zwick dfa21c5d26 reorder materials so i.e. sand does not paint over a rock shape anymore.
* all non-diggable materials are now in front of diggable materials
* except: firestone and coal are still in front of rock

At least this change makes it necessary to test every scenario we have if there are any problems with the landscape
2016-01-16 16:57:15 +01:00
Tobias Zwick c10a968eb1 fix tiling of the gold normal texture 2016-01-16 16:57:15 +01:00
Tobias Zwick 20b2dc31be fix bug in the ore color texture (rendering done by Matthias) 2016-01-16 16:57:15 +01:00
Tobias Zwick b5e1afec3c add shape textures to Amethyst, Ruby, Firestone, Gold, Everrock, Ore and enhance shape textures of Granite and Rock.
* move ruby texture phase by 50% so ruby and amethyst do not look like the same material with a different color when next to each other so much
2016-01-16 16:57:15 +01:00
Tobias Zwick 4dfc5e74e4 make granite and rock shape indexed 2016-01-16 16:57:15 +01:00
Tobias Zwick 03916c0f05 add a shape map for amethyst and ruby; also, fix a small issue with tiling the textures horizontally 2016-01-16 16:57:15 +01:00
Matthias Rottländer 5503bc6268 * New everrock texture 2015-11-28 19:12:58 +01:00
Matthias Rottländer 58cdf7f1cb * new texture for ore
+ added normal map for ore
2015-11-28 19:12:37 +01:00
Matthias Rottländer b7ffd8f0d9 * changed firestone textures to better fit into the current texture scheme 2015-11-25 00:32:18 +01:00
Matthias Rottländer c2f3ff1249 * pushed the colors of ruby a bit 2015-11-22 19:28:07 +01:00
Matthias Rottländer c5c762f2ce * Added proper normal maps for ruby and amethyst 2015-11-22 19:26:47 +01:00
Matthias Rottländer cac09d9cf9 * configured rock material to use new shape texture 2015-11-22 19:12:24 +01:00
Matthias Rottländer 5641670d10 + Added shape texture for rock.jpg 2015-11-22 19:08:11 +01:00
Matthias Rottländer 65fcdcb769 * Gave gold a new texture and different shinyness settings. 2015-11-22 13:51:49 +01:00
Clonkonaut fe4c320a6b New ashes texture by Matthi. 2015-11-03 16:28:30 +01:00
Sven Eberhardt 7e21bb2572 Reorder material drawing order in map2landscape zoom.
* Granite on top of most other materials to ensure shapes (may be pushed down again if more materials get custom shapes)

* Gold/Ruby/Amethyst above that because it's typically required in specific amounts by the scenario designer.

* Everrock to the top (just like Brick) to ensure impassable areas aren't ruined by randomization in map zoom.
2015-10-09 00:21:34 -04:00
Sven Eberhardt 722cecd563 Use shape texture for granite. 2015-10-09 00:19:20 -04:00
Clonkonaut 38e994d294 New indestructable material: Everrock (#1039). 2015-10-08 01:02:41 +02:00
Clonkonaut 7a12a617fa New light features for Amethyst and Ruby. 2015-10-08 01:01:57 +02:00
Clonkonaut 002ad7563c Alternative rock texture by Nachtfalter, rock_smooth. 2015-10-07 17:04:05 +02:00
Clonkonaut a061c2f419 Desaturated rock texture (now b/w). 2015-10-07 17:03:41 +02:00
Clonkonaut 0aab3cf4e6 Added new material textures by Nachtfalter and Matthi. 2015-10-05 02:02:36 +02:00
Armin Burgmeier 41742219d1 Remove obsolete ColorAnimation values from materials 2015-10-03 11:56:54 -04:00
Peter Wortmann cf4ed1b0b7 Shiny materials, shader reorganisation
This implements the proposal made in the forum for "shiny" materials -
material can now determine the angle at which the most light is reflected.
Shiny materials might set this lower to approximate a "reflection" effect,
and increase the "spottiness" at the same time. To compensate for the
lack of brightness without light, "emittance" can be used.

Not sure this is the most elegant way to model this - the "proper" way
here would be to have emittance, shading and specular as three separate
light parameters instead of molding one into the other and using the third
to compensate.

Furthermore, this reorganises shaders in a major way: We reduce the
number of shader files down to three, pushing a number of possible
configurations into preprocessor. I believe this should be easier to
understand, which for the moment trumps theoretical extensibility
benefits.
2015-10-03 15:32:39 +01:00
Sven Eberhardt 51ae849e36 Add HalfVehicle to TexMap.
Otherwise the engine would add it and save a custom Material.ocg for every saved scenario and savegame.
2015-09-16 22:25:40 -04:00
David Dormagen ac738735b2 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
	src/game/C4Game.cpp
	src/game/C4GraphicsSystem.cpp
	src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Julius Michaelis 2a9b481087 Add a new variant of vehicle that can be passed from below but be walked on from above. 2015-08-30 22:19:36 +09:00
David Dormagen 196f528201 Merge branch 'master' into Controls
Conflicts:
	planet/Objects.ocd/HUD.ocd/FancyGridMenu.ocd/DefCore.txt
	planet/Objects.ocd/HUD.ocd/GridMenu.ocd/DefCore.txt
	planet/Objects.ocd/Helpers.ocd/Dummy.ocd/Graphics.png
	planet/Objects.ocd/Items.ocd/Tools.ocd/WindBag.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Javelin.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Flag.ocd/Marker.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Flagpole.ocd/Script.c
	planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
	src/game/C4Game.cpp
	src/gamescript/C4GameScript.cpp
	src/gui/C4GameMessage.cpp
	src/landscape/C4Landscape.cpp
2015-06-03 22:32:36 +02:00
David Dormagen d077d3343e reworked bucket & producer library to work with stackable earth objects instead of magic material amounts 2015-03-26 12:27:10 +01:00
Sven Eberhardt 7b8ffd79a4 Make Lava/DuroLava emit ambient light as a material property. (#1205) 2015-01-28 22:35:14 +01:00
Pyrit 576922dd5e Fix holes in landscapes that used the Granite-rock entry before.
Added Granite-granite with index 42 to the TEXMAP.TXT
2015-01-19 20:03:11 +01:00
Pyrit 742390fe92 Change default granite texture from rock to granite. 2015-01-16 01:03:11 +01:00
Pyrit e2f50324ee Add normal maps to landscape materials. 2015-01-16 01:02:21 +01:00
Tobias Zwick 4981182cf8 Merge remote-tracking branch '_origin/master' into lights
Conflicts:
	src/c4group/C4Components.h
2014-12-15 21:16:40 +01:00
Maikel de Vries c6802b8776 increase game content version entries to 6.0 2014-12-12 22:58:16 +01:00
Armin Burgmeier a6d949d313 Merge branch 'master' into lights 2014-11-04 11:26:45 -05:00
Sven Eberhardt 896ea0a875 Make acid a bit less corrosive.
It currently eats through everything and destroys itself in the process. Maybe this change makes it actually a bit more deadly than before.
2014-10-19 17:03:19 +02:00
Sven Eberhardt ea65a24ec6 Make gems non-corrodable.
It's annoying in acid gem mining scenarios.
2014-10-18 01:19:21 +02:00
Tobias Zwick b11e8d5d7a Merge branch 'master' into lights
Conflicts:
	planet/Graphics.ocg/LandscapeShader.c
	src/graphics/C4DrawGLMesh.cpp
	src/graphics/C4DrawGL.cpp
	src/landscape/C4Landscape.cpp
	src/landscape/C4Landscape.h
	src/landscape/C4LandscapeRender.cpp
	src/landscape/C4Scenario.cpp
	src/landscape/C4Scenario.h
2014-10-06 23:27:16 +02:00
Sven Eberhardt 4f1aa7c5cf Destroy single pixels of non-diggable material [ala] 2014-08-05 17:02:20 +02:00