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I'm not suggesting we add edge-smoothing, texture splatting, or anything so radical to the Unciv core.
But a lot is already almost possible with the existing systems.
Proof of concept. Smooth, blended biome edge version of 5Hex:
Mask:
Proof of concept. Fractal biome edge version of 5Hex:
Mask:
These work by making the tile textures go slightly past the hexagon, so there's always an overlapping region where a gradual or fractal transition breaks up the hard edges.
The only problem is that doing it this way makes rivers and terrain features get covered up:
Possible solution: Take terrain height into account for ordering terrain features?
(It would also be useful to have a ~10% margin off to the side of each hexagon texture, but that would pose bigger compatibility concerns.)
The text was updated successfully, but these errors were encountered:
I'm not suggesting we add edge-smoothing, texture splatting, or anything so radical to the Unciv core.
But a lot is already almost possible with the existing systems.
Proof of concept. Smooth, blended biome edge version of 5Hex:
Mask:
Proof of concept. Fractal biome edge version of 5Hex:
Mask:
These work by making the tile textures go slightly past the hexagon, so there's always an overlapping region where a gradual or fractal transition breaks up the hard edges.
The only problem is that doing it this way makes rivers and terrain features get covered up:
Possible solution: Take terrain height into account for ordering terrain features?
(It would also be useful to have a ~10% margin off to the side of each hexagon texture, but that would pose bigger compatibility concerns.)
The text was updated successfully, but these errors were encountered: