On Sat, Jan 28, 2012 at 9:14 AM, Liviu Andronic <liv-public@myopera.com> wrote:
On Fri, 27 Jan 2012 03:04:28 +0100, Iwan Gabovitch <qubodup@googlemail.com> wrote:
The second version was intended as the first version, minus horizontal
lines. Vertical lines are present in both. (My understanding of "white
band" is "horizontal line of lighter color".)

You're right. Vertical lines are in both, but I missed them in the first version since I was fixating on the horizontal line.

I made a third version, which is v2 but darker (seems to match v1 in
general darkness). I feel that the current in-game grass avoids the
problematic effect of the vertical lines by being very dark.

Svg: http://ompldr.org/vY2g1eQ
Texture: http://ompldr.org/vY2g1eA
Screenshot: http://www.flickr.com/photos/qubodup/6768523321

I have a hard time deciding which I like, since the original Trigger texture is quite good, actually. Your first version (with the white horizontal band) doesn't make it. In the 2nd version the white horizontal lines seem unnatural compared to the grass forms. And even in teh third version the vertical white lines are quite visible and detached from the actual forms. Jasmine, do we know why Trigger renders these vertical lines?

One other thing about the forms: the original texture is thinner, has some white space and the forms of the grass are more irregular. It would be nice if we could emulate better these irregular forms.

I will try out other solutions. Note to self: mash openclipart shapes together and make them use public domain grass textures. Or I'll ask somebody for help.

I noticed that there actually *is* support for semi-transparent (non 0/255 alpha values) in vegetation textures! I suspect that a gfx driver bug (open source ati drivers) made the white background appear on my desktop computer. On my Intel gfx netbook, textures with alpha render fine in Trigger. Or perhaps I just made some mistake when saving the texture. :)


As always, be bold :) - If my grass is not even close to being a good
replacement, let me know and I'll try to get people who have more
experience creating 3D game textures involved.

 I created a new version as SVG [1], then in Gimp, added the same
full/no-alpha border and filled 'holes' in the texture [2] (hope this
it look like the grass has more depth). I uploaded a screenshot [3].

[1] http://openclipart.org/detail/**167483/<http://openclipart.org/detail/167483/>
[2] http://ompldr.org/vY2d6YQ
[3] http://www.flickr.com/photos/**qubodup/6766897029/<http://www.flickr.com/photos/qubodup/6766897029/>

Please test my new and my previous version in(!)-game. Try to find out

Yes, always. :)

The second version is worse than the first, at least as rendered in-game.
Is it possible only to get rid of the whitish band (or patch) from the prev


you feel about the different grass versions while driving fast, while
driving slow and while halting (for example when "R"ecovering or waiting
for the countdown or after finishing a race.

Feel free to boldly state your opinion! :)

Best regards



 Who can decide whether something gets checked into svn or not?



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