Shader Editor

Community Forums/Developer Stations/Shader Editor

Hotshot2005(Posted 2008) [#1]
Hiya all,

I saw somethings interesting and I thought I would post it here

Aoneweb(Posted 2008) [#2]
This is similar, and free.

chwaga(Posted 2008) [#3]
aoneweb, your link seems dead

Aoneweb(Posted 2008) [#4]
Works for me, It is a bit slow, even with high speed.
I copied and pasted the link again, the software is called fractal texture creator.

chwaga(Posted 2008) [#5]
got it now, checking it out

Gabriel(Posted 2008) [#6]
There's also this, which is also free :

Hotshot2005(Posted 2008) [#7]
I been using mapzoneeditor and port shader floor texture to 3D World studio and

here the picture


Hotshot2005(Posted 2008) [#8]
what do u think of shader above? it doesnt look good does it?

boomboom(Posted 2008) [#9]
No, it looks like a really ugly tiled texture.

Hotshot2005(Posted 2008) [#10]
WELL it was from mapzoneeditor and I pick (shader floor texture)and I port to the 3D WORLD STUDIO and put texture on the block. I thought it going to have same effect but you are right...Boomboom...I dont know why it is UGLY tiled texture.

boomboom(Posted 2008) [#11]
If your textures are going to be tiled then you need to design them with that in mind. The human eye and brain is very good at working out patterns, both visually and gameplay wise. You can read a book called 'A Theory of Fun for Game Design' which details on how to make games based on this type of human behavior, such is why most match3 style games work and are addictive to humans.

Anyway, back to the texture. For tiles that will be repeated a lot you don't want the gamer to notice it is a tile, the easiest way is to pick a base colour, say brown, then have a slightly lighter version, and a slightly darker version of the basecolour, then use these 2 colours to add texture to your texture.

Avoid high contrast colours, such as in your tile, as it will; a) look ugly, and, b)be instatly recognise as a repeating pattern.

If you look at this image

you can see that the colour texture difference between all the darker textures are very slight, you could make a 16 square grid of this and it wouldn't be noticeable as a repeating texture.

Whereas this:

would be quite noticeable as a repeat, as it has quite a strongly different tile, which looks nice on its own, but put in a repeat and it will be instatly recognised over and over again.

A better way is to do a 'clean' base texture, such as the first example above, then use a larger, and less repeating 'dirty texture', such as:

as a multitexured layer with an alpha on to add variance and dirt (if you have a scene that needs a dirt floor) that won't be recognised as a repeat.

Hotshot2005(Posted 2008) [#12]
very impressive and thank for giving me some tips.

Ross C(Posted 2008) [#13]
Try also putting some stuff on your table. The less bare it looks the better and it gives the person something else to look at. I stuck some fallen rocks on my cave floor and it gets rid of the plain-ness :o)