Category Archives: Textures

TEX5.LBM Greenland Debug Texture

If you ever want to consider drawing your own texture for the game then this information here will be quite useful! Download can be found at the end of this post.

Tex5

Normal textures

These are triangles within a 32 x 31 sized rectangle. The two triangle textures overlap each other. This gives some additional challenge for drawing a seamless texture, because repeating parts will be also within the triangle and not just in the outer edges.

Also normal textures have their minimap color ripped directly from the texture from position 16 x 0.

Water and lava

Water and lava textures are quite simple in that they are two triangles stacked on top of each other. Each triangle fits within a 53 x 27 rectangle. A more challenging thing to understand is that the textures are rendered 135 degrees clockwise (so that the “water” text in the debug texture above appears horizontally in the game).

Roads

Regular roads, gravel / donkey roads, waterways and mountain roads consist of two parts: the main road part and a node part that is drawn to the ends of a road.

The odd part about these graphics is that they are inverted vertically. In addition to this the node part is rotated 90 degrees clockwise after being inverted so that the dashed line will points upwards.

Another thing to note about roads is that they are drawn at roughly half the resolution. Each pixel does get used at some point though depending on slopes, height etc.

Edges

These triangles are drawn to the edges seamlessly so that if you have a lone triangle texture the visual end result would be a hegaxon if the edges would be of a fully solid color.

Also note that all the debug textures use the same color that is in the edges.

Unused lava textures

These were once part of the game but were removed before release, however they do remain usable. They are drawn exactly as you can see them, which makes them somewhat more convenient. The sad part about these textures is that their edge is desert so when they are against each other a desert edge is drawn.

As these triangles are quite small they appear quite low resolution in the game, which is also a bit nasty.

Solid color texture

There is a lone pixel at the bottom left corner in position 0 x 254. This will result in a solid single color texture with no shading and no edges.

Other things to note

  • Magenta pixels around the textures are never drawn. If you use this debug texture and see magenta somewhere then please report it to me so I can adjust and fix the debug texture file!
  • I drew a dotted line near each road texture. I think this is the point where going much further makes the edge look a bit “off”. At least if you attempt to make a smooth transition.
  • You can see a single pixel extending off water and lava textures. It is actually a lone pixel that can get drawn outside of the triangle area probably due to a small calculation error within the game.

2015-09-06 Greenland Debug Texture Preview

Download

TEX5.LBM Greenland Debug Texture

Remember to backup the original TEX5.LBM!

Texture regions

I just wanted to know which parts of textures are actually drawn by the game. So it uses two simple triangles and both triangles use the same texture. On flat surface the triangle is within roughly a 31 x 30 rectangle, but it can stretch by one additional pixel to both directions to 32 x 31 when drawing slopes.

The image below is most helpful when looking at it with some additional zoom. Things to note:

  • Barely any water pixels are drawn; the ones that are drawn are leaked from the right side of the texture
  • Most of yellow comes from the right side of the triangles, barely any from left side
  • Top right magenta pixel makes an appearance
  • Top right green pixel below magenta doesn’t
  • Magenta midpoint pixels don’t make an appearance
  • Green pixel above right one does; the one below doesn’t

Texture triangles

This is only interesting if making texture mods or adjusting RttR rendering, but at least it has now been researched and somewhat documented ­čÖé

Forgotten projects: The New Greenland

So while I was working with the new tools page earlier today I also ended up having another look at my yet-to-be-released final version of the New Greenland texture. And alongside that I had a few map files that I checked out. And then I wanted to make the first map based on the New Greenland texture, a map that actually would make use of the new textures that have previously gone unnoticed and unused.

Here you have a nasty sneak peek of what I have on my mind…

One more texture ID to use

I found one more texture that is usable in the game! With usable I have the following requirements:

  1. It must have texture borders that blend well with other textures.
  2. The texture shouldn’t look like a glitchy one.
  3. The texture is different in some way than other textures.

The new texture has an ID of 34 (or 0x22 for those who prefer hex) and it represents Mountain #2 texture (ID 11 / 0x0B). It has a correct border pattern against other textures in all three types of world. The color on the minimap appears correctly as well. It even renders similarly in both in the game and map editor, which can’t be said to be true for all of the other previously unused textures.

This texture is useful if you want to have a mountain spot where you can build regular buildings and you would like to use something else than Mountain Meadow texture.

Currently there is no tool that would support any of these previously unused textures. Maybe later this year…

Update!

By request, here are a few screenshots of the texture in use:

The edge isn’t perfect against a meadow, but it doesn’t look too bad.

Sidequest for more texture sets in S2

I wanted to try out if it is possible to add a fourth texture set into the original The Settlers II. So I went ahead and copied a few files like MAP_0_Y.LST as MAP_3_Y.LST or GOU5.DAT as GOU8.DAT, as well as modified a map to point to texture 4 and introduced my own customized Greenland texture as TEX8.LST… and what do you know, it works!

The only problem with this, as can be seen from the image, are the texture borders. I don’t know where the game captures this information from. It can’t be from the files I duplicated, because otherwise the information would be correct. It has to come from somewhere else. Figuring out this mystery will be a hard one. In worst case it is some data within the S2.EXE which is quite well beyond my usual modding experience. And I’d like to keep things easy anyway!