(05-04-2010 10:08 PM)Esenthel Wrote: Color maps are applied only per vertex, so quality depends only on mesh resolution (vertex/face density in your heightmaps)
Aah, okay, now I fully understand what you mean and why they were not working out quite as well as I had hoped.
I was creating slightly more detailed colourmaps for lod views... I was not creating them to have close up detail.
For close up detail, I am relying on my terrain textures and with several, alpha layer as well to help them blend into other textures a bit more naturally. I hope this works out.
I have not imported any of the terrain textures with the alpha channels yet, im currently working on the gdd again, however I do plan on going back to that either tonight or tomorrow.
When I do import them into the engine's WE, is there anything special I need to do?
here is an example of what I have... For some of the more used textures I have created the base and then two different alpha channel maps to help give a bit more variance and help the textures blend in better. Here is an example of one of them: (I have not included my normal map in this image)
Please let me know if there is anything special or different I need to do to get these to work. I did see a few posts about alpha layers/maps, though none
I had seen really apply to the terrain.
Thank you both of you for helping me out here. I have really gotten spoiled for sure. But it is nice to get back to more then just the easy cell/graphic design.
Peace,
Sarrene'
Here are a few images I had done in l3dt a while ago using this technique. These are from different angles and perspectives. In the last one you can see the difference between the grass where I used the alpha mapped textures and then the rocks where I had not yet. I also have the colourmaps applied to the second and third images so you see some nice detail from a distance and it does not just look like one texture or colour.
(05-04-2010 11:02 PM)Demi Wrote: I did notice that the color map was per vertex. I used more pixels per meter and a slightly higher detail map (X4). I haven't looked at this yet but a per vertex splat shader may be programable in the pro version. Don't think the indie version allows it though. Kind of a feature that really needs to be in this engine IMO.
Now that sounds like something I need to talk to my coder about.. Oh Rofar... Ugh! he is going to strangle me for sure