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Custom textures

The info on this page is relevant for cohokum version 162W2T9 and later!

Download

Download and install information: download page or install page


General info for modders

First some general info about the texture bitmap structures that are applied in the latest version of EECH:

 

Terrain textures

Originally EECH uses a black and white texture as a base texture which is given a general colour according to the terrain type (brownish for desert, greenish for swamp, greyish for stone etc.). On top of this a semi transparent texture was projected with a different colour and scale. This way different combinations of land are be made. Therefore the top texture can have an alpha layer, which determimes its transparency (0 is black is opaque, 255 is white is fully transparent). Many other textures (like trees) also use alpha layers.

A while ago I changed the code to use only the top layer for the terrain with its own colours and scale. The good news is that the effect is quite stunning (example from taiwan, guess which one is new ;) ):

The bad news is that this limits the number of land texture types to 4 but we are working on that! The terrain textures are a special bunch. After much trial and error a few rules came up:

The terrain textures must have the names that are specified in this file (e.g. TERRAIN_TREE_CANOPY_1.dds for the forert canopy).

 

Dynamic water textures

A while ago I added dynamic water effects. I simply use the fact that each game cycle the texture settings are read! In stead of showing the same texture for water I reset the water texture to a different texture each 100 game cycles. These textures are slightly different and create the effect of flowing waves. The top grey scale textures are semi transparent (they have an alpha layer) and are shown over the bottom texture. These water textures are read from the directory \razorworks\cohocum\graphics\textures\terrain\water when you enter the warzone. The ses textures for instance look like this:

  etc

The grey scale textures are from some free add-on pack of MS flightsim and the colour image I took on the ferry to the UK! In tghe water directory there is a text file waterinfo.txt with the information needed to display the effect properly:

#water info file for eech version 162w2 and further by gotcha, 050818
#dynamic water textures, texture 1 is BOTTOM texture,
#texture 2 is DYNAMIC TOP texture #alpha: transparency of dynamic texture
#added to exsisting alpha(+255 is transparent,-255 is obscure)
river1= riverbot.dds,100,64 # bottom, delay factor, scale
river2= rivn,2,0,49,0,32 # dynamic, 1=bmp/2=dds, start, end number, alpha, scale
sea1 = seabottom.dds,100,256 # bottom, delay factor, scale
sea2 = sea,2,1,16,0,128 # dynamic, 1=bmp/2=dds, start, end number, alpha, scale
reserv1 = reservoir1.dds,100,128 # bottom, delay factor, scale
reserv2 = asea,2,1,16,-10,64 # dynamic, 1=bmp/2=dds, start, end number, alpha, scale

This means the following: riverbottom.dds is the colour bottom texture, the nember of game ccylles between switching is 100, the scale of the bottom texture is 64. The partly tranparent top texture series has filenames rivn00.dds to rivn49.dds with no extra alpha blending tuning (value 0) and a scale of 32.

Cockpit textures

The cockpit textures is what started all this texture modding a few years ago. Just for fun here are pictures of the brushed up Apache, Havoc, Comanche and Hokum cockpits.

The textures for the Apache and Havoc cockpits are made from the original textures supplied with Enemy Engaged - Apache-Havoc, and edited with Adobe Photoshop and the great free viewer XnVIEW.

Sceenshots

APACHE

HAVOC

 

COMANCHE

HOKUM

with new textures
with new textures
original textures

original textures

original

new textures

Links

Handy links when you do texture modding:

Tools that I use
Satellite imagery
Material texture links