Commit Graph

93 Commits (master)

Author SHA1 Message Date
Sven Eberhardt 0d17310a7a Ruby and Amethyst material moved to main Material.ocg 2014-07-12 12:33:01 +02:00
Sven Eberhardt 959da11e11 Make acid corrode coal and firestone (#1032) 2014-02-03 21:46:56 +01:00
Sven Eberhardt 6e90e80c04 Add material Vehicle to TexMap to prevent unnucessery Material.ocg generation 2014-01-26 16:52:04 +01:00
Tobias Zwick b221623b89 less firestone yield from firestone veins (blowing up one vein was too extreme) 2014-01-25 13:50:07 +07:00
Tobias Zwick c8037f2c11 add missing DigFree=1 in Firestone definition 2014-01-23 13:18:53 +07:00
Tobias Zwick f0223442ab make barrels work with every material
+ replace hardcoded materials the barrels work with with any liquids
+ use SetColor instead of changing mesh materials
+ add a CalcValue function
+ add localization for materials the barrel can be filled with
+ minor refactoring
2014-01-11 22:32:45 +07:00
Tobias Zwick f6e98d61e2 replace sulphur material with firestone material 2014-01-11 22:29:19 +07:00
Sven Eberhardt 0351eb2cdb Coal dig free ratio decreased (so you get more coal).
Coal is the most used resource in many scenarios (used both as fuel and for metal) and you run out quite frequently. Let's hope this helps.
2013-09-02 20:48:14 +02:00
Tobias Zwick d3312cb3c5 convert some textures to jpg 2013-05-26 18:11:51 +02:00
Sven Eberhardt c17c971b40 Fix tiling of sand_smooth texture 2013-04-01 22:13:52 +02:00
Sven Eberhardt 594cb89d91 Added SandDry to main TexMap.
Having a default material not in the texture map is a bad idea because then it will be at a non-predictable index when used for map drawing.
2013-03-31 14:56:38 +02:00
Sven Eberhardt c115fbfaa0 FnBlastFree: Added max_density parameter.
Also updated material densities and added attribute MaxPickDensity to pickaxe, so it's now possible to define a pickaxe that cannot go through granite.
2013-03-26 00:45:44 +01:00
Sven Eberhardt 13ead95b05 Cleanup main texture map. Remove unused and duplicate entries. Added Earth-earth.
Only one scenario (Arena.ocf\Ruins.ocs) was using any of the duplicate entries.

The missing earth definition caused earth borders to liquid to be rectangular sometimes.
2013-02-11 21:21:31 +01:00
Sven Eberhardt f650eb8010 Ashes material is now instable. 2013-02-06 01:10:34 +01:00
Sven Eberhardt 2e7d1e4ba7 Fix snow melting in lava/durolava 2012-12-16 18:51:44 +01:00
Peter Wortmann 99e352de28 A set of normal-mapped textures
Generated with CrazyBump. I think this means we can't actually use them :(
2012-09-05 21:58:35 +01:00
Pyrit f4ffb8a237 new smooth sand texture 2012-08-20 20:19:45 +02:00
Felix Wagner 6b2f3c6d40 + Ashes.ocm 2012-04-17 19:07:18 +01:00
Felix Wagner 8338a8674a Earth/Sand - no chunks dug out anymore 2012-04-05 03:01:50 +01:00
Charles Spurrill 09d1ce8cf3 Balancing: Coal yields more pieces when dug 2011-10-15 03:13:34 -07:00
Felix Wagner 610940ceb8 Version corrected 2011-10-13 00:43:16 +01:00
Charles Spurrill 06bd3248f0 colour modulated gold to remove green tint 2011-10-08 16:43:59 -07:00
Felix Wagner 6e9c8583a4 Gold more golden. 2011-10-09 00:32:47 +01:00
Charles Spurrill 17e1b6ac88 Changed TEXMAP.txt to include topsoil and midsoil 2011-10-08 14:34:00 -07:00
Felix Wagner 3d768e0ff7 Gold be gone! 2011-10-05 22:33:00 +01:00
Felix Wagner db6a446a6b Kickoff for settlement: Gold ore inserted! Gold's on the hit list. 2011-10-01 06:07:25 +01:00
Maikel de Vries 42f4b7d4cc Materials: Changed BrickSoft Friction to Brick value 2011-09-10 22:06:36 +02:00
Maikel de Vries fe8e2cdfe2 Materials: Brick uses Smoother Shape, adapted scenarios accordingly.
This implies removing a lot of brickedges. Still BrickSoft needs to be moved between liquids and earth in the TexMap for best convenience.
2011-09-07 16:19:19 +02:00
Günther Brammer 6d6737a022 Add two new Material Shapes Octagon and Smoother, more chunk antialias
Previously, smooth materials would get extra triangles at the top to create
slopes instead of steps. Now those also appear at the bottom.

Smooth also gets generally smoother at the bottom, while Rough gets rougher
at the top. The new Smoother material is somewhere between Flat and Smooth.
Octagon is like Flat but also gets straight slope triangles.
2011-09-07 14:25:32 +02:00
Tobias Zwick 49729a61ae renamed ominous "Smooth" texture to "none", removed reference in docs to Smooth and made it 512x512
In OC, actually every material has its predefined set of textures, so the default texturing of >=CR is obsolete. The "Smooth" texture is a relic of that which is currently only used because of the "Vehicle" material.
2011-08-29 23:41:41 +02:00
Tobias Zwick aa091cfaa6 new brick texture 2011-08-29 21:43:10 +02:00
Tobias Zwick 5a2096a393 replaced some textures 2011-08-28 23:19:03 +02:00
Peter Wortmann 60d1d8368b Not giving TextureOverlay defaults to first entry in TexMap
This makes it easier to stay in sync to the TexMap, especially if
using an animated texture. I only changed it for Water, but I
think it would make sense for just about every material.
2011-08-27 17:10:31 +01:00
Peter Wortmann b8523eb76f Material objects dug free can be forced to be collected
The idea is that for some materials (e.g. earth chunks) it really
doesn't make sense to not immediately collect them - they would just
collide with something and recreate the material you just dug out.
So instead, this allows materials to specify that they want their
dug out objects to be collected immediately - if not, they simply
don't get created.

Note that this doesn't mean that material is lost, as it will simply
acumulate in the digger's material list instead. We might want to
cap that at some point though.
2011-08-20 15:43:58 +01:00
Peter Wortmann 049c1b8ba3 Water texture animation adjustments
More distinct noise. Also increased the animation length so it's
less obvious that it only consists of three phases. Note that the
way animation is implemented, there is no extra cost for doing this.
2011-08-20 14:12:32 +01:00
Peter Wortmann dd43ec8c64 Animated water texture
Just noise, as the previous liquid shader by Günther. It's quite
hard to find the right compromise between making it too subtle and
starting to get a "blinking" look. This is now three phases at
300ms each.
2011-08-20 12:04:04 +01:00
Tobias Zwick 8c490dca05 Implemented free shapes (=polygons) to be added or cleared from the landscape:
+ Refactored the ShakeFree, BlastFree, DigFree, DrawQuad etc. functions and
  removed unused functions ClearRectDensity, DigFreeMaterial,...
+ Moved the polygon fill algorithm from StdSurface8.cpp to C4Landscape.cpp
+ Clearance functions which used to subtract a circle now subtract something
  that looks more like a chunk
+ Pickaxe works with BlastFree now
+ Removed Dig2ObjectRequest
2011-05-31 00:33:35 +02:00
Charles Spurrill 6f355411a9 Added earth_topSoil and earth_midSoil textures; desaturated tunnel texture a bit 2011-05-24 17:01:49 -07:00
Charles Spurrill 0d04ede845 Snowflakes much smaller 2011-05-24 16:48:14 -07:00
Günther Brammer 3ff6e907b3 Resized and touched up tunnel texture 2011-05-24 23:25:59 +02:00
Günther Brammer ce28ce5a7e Resized water and lava textures 2011-05-24 23:25:40 +02:00
Armin Burgmeier 3a9556f1a3 Change .c4m extension to .ocm 2011-03-13 17:01:53 +01:00
Armin Burgmeier 41a1b5867d Change .c4g extension to .ocg 2011-03-13 16:16:45 +01:00