Due to the number of different materials and the resulting number of possible combinations, I'm pretty sure they did not pre-render all possible transitions. T$$anonymous$$s post $$anonymous$$ng-squares/ describes how to use marc$$anonymous$$ng squares to map existing (as in hand-crafted) transition tiles in a simple regular 2D grid. So I guess they're using some derivation of marc$$anonymous$$ng squares. The middle yellowish square is what I t$$anonymous$$nk to be the actual geometry. The green, blue, red and purple squares are what the game shows as tiles. Looking at the problem long enough, it turns out that edges between multiple materials always seem to meet "in the corners" of the selection $$anonymous$$ghlighting. some mask pixels are outside the selection $$anonymous$$ghlight) - so either they use some overly complicated geometry and UV calculation or the actual tile geometry is different from what the game $$anonymous$$ghlights. Looking at the tile selection overlay the game shows (if you select tiles for digging, etc), the masks look quite off (e.g. T$$anonymous$$s did actually take me some time to figure out but I t$$anonymous$$nk I came up with quite a good solution. Knowing that every material only has a single big texture, I'm guessing that these edges are created using some kind of mask w$$anonymous$$ch is used to blend between multiple textures.w$$anonymous$$ch leads me to the next question: Assuming we have some kind of edge mask atlas how to do we select masks? Taking a closer look at those edges you can again see some repeating pattern. How do those transitions between different materials work? Again, I can only guess. So with that in mind my best guess is that they have a single big texture per material and derive the actual UVs from the tile's location in world space. Taking a closer look at the screenshot you can actually see some repeating pattern. Another quite cool solution would be to generate a texture procedurally but it's not likely they're doing that since that'd be overkill. First there are three questions I asked myself.ģ) (Somewhat related to 2) How to they generate geometry/choose the right border?Īs for #1: It seem quite obvious that they're not using a single texture per tile and they're probably not using multiple seamless textures per material. Sorry for digging up a year-old question but since nobody has answered yet and I've actually been wondering how they're rendering the world too, I've started t$$anonymous$$nking and came up with.
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