Commit Graph

21 Commits (6d9dfc0fb8816db6117e116c16105dedf13284ed)

Author SHA1 Message Date
Tobias Zwick a486c23671 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
2016-01-12 01:18:03 +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
Clonkonaut 38e994d294 New indestructable material: Everrock (#1039). 2015-10-08 01:02:41 +02:00
Clonkonaut 002ad7563c Alternative rock texture by Nachtfalter, rock_smooth. 2015-10-07 17:04:05 +02:00
Clonkonaut 0aab3cf4e6 Added new material textures by Nachtfalter and Matthi. 2015-10-05 02:02:36 +02:00
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
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
Sven Eberhardt 0d17310a7a Ruby and Amethyst material moved to main Material.ocg 2014-07-12 12:33:01 +02:00
Sven Eberhardt 6e90e80c04 Add material Vehicle to TexMap to prevent unnucessery Material.ocg generation 2014-01-26 16:52:04 +01:00
Tobias Zwick f6e98d61e2 replace sulphur material with firestone material 2014-01-11 22:29:19 +07:00
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 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
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
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
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
Armin Burgmeier 41a1b5867d Change .c4g extension to .ocg 2011-03-13 16:16:45 +01:00