Matthias Rottländer
5503bc6268
* New everrock texture
2015-11-28 19:12:58 +01:00
Matthias Rottländer
58cdf7f1cb
* new texture for ore
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+ 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.
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* 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
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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.
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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
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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
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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.
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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
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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.
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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
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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
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
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+ 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).
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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.
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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
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Generated with CrazyBump. I think this means we can't actually use them :(
2012-09-05 21:58:35 +01:00