Game Design, Programming and running a one-man games business…

Tileable textures

These days all the talk in fashionable FPS 3D land is of megatextures. Huge sprawling one-off textures where you effectively spray paint a level with gay abandon,l with no fear of overdraw or re-use because the art budget is huge and only pro-artists will ever make a level.

I can’t do that.

Partly because I do not have the art budget, but more interestingly because I really want it to be EASY for people to make their own GTB levels and share them. I’m not expecting people to own photoshop, or have art skills, so they need to be able to just click some tile-able textures into place and press upload.

This is a pain, because graphical expectations have risen since age of empires II, and it’s ilk. These days, much is expected from terrain, and foliage, and so on. I can never expect GTB to look like company of heroes in this respect (100x the art budget), but I’m working hard on making it look acceptable, at least.

Much of today was spent fiddling with path textures. Nobody likes my glowy paths, so having them more apparent ‘in-world’ rather than UI is the aim. Also, I’ve been adding surrounding ‘blend’ textures to smooth the stuff like trenches into the world, so they look less like a display at the Hampton court flower show. I’ve only done it for trenches so far, turrets need a ton of work to do it.

This is how it looks so far: