Small detail texture

HexiDave

19-02-2006 08:10:19

Is there any direct way to add a small detail texture (alpha map or color blending) that could be tiled on top of the main texture (L3DT generated texture map)? Something like adding grass or rock to the ground that has already been created with a terrain generator?

Something like the texture splatting but with a base map (the map splitter keeps throwing errors when I try to generate base or alpha maps) that could retain it's size even when the map is scaled?

Thanks

HexiDave

20-02-2006 03:00:20

Here's an example:


On the left hand side you can see a gray-scale grass texture is applied (additive) to the main color map. The right side has no detail texture applied.

The detail image is scaled 200x across the surface (UV scale 200) so it's very clear up-close to the surface of the terrain. When FreeWorld3D exports for OGRE, it's set for the basic Terrain manager which has an option for a Detail image that does what I want. I'm wondering which image mode in PLSM2 lets me do that (if any.)

Sorry if I seemed vague in the first post.

HexiDave

20-02-2006 07:46:53

Nobody has any ideas? :(

If this is not a basic feature sub-set of PLSM2, should I just make a material file and attach it each time a page loads as "additive" on top of the main texture?

tuan kuranes

20-02-2006 08:06:53

no sure to understand exaclty...

If just 1 texture image + 1 detail texture across whole map, this is Texture_Image mode.
Just change the detail_texture in templates in the PagingLandScapeTemplate.materiall file...
If it's splatting detail texture, just change them in terrain config files, where splatting textures are defined

HexiDave

20-02-2006 08:12:11

Oh, I hadn't even thought to check the main material files - I'm such a butt-head.

Thank you kindly; I'll go tinker with those settings now.

HexiDave

20-02-2006 12:33:53

I can't seem to get any of this to work for the life of me. I've tried several things with CVS and your Binary demo with no luck.

In short I'm looking for the following to happen:

1.) Be able to load my heightmap and scale it very large
2.) Add a texture that covers the whole terrain to give it basic color, shadows and light (all of that is pre-computed by my terrain generation software into 1 texture)
3.) On TOP of that texture add a repeating detail texture that blends with the first texture (additive blend is what was specified in my 3D world editor) so you can now see a texture with the colors of the main texture, but it is repeated over the ENTIRE TERRAIN, one right after the other like you would do with Splatting.

The key is that I need to be able to add the detail texture to the main texture so it takes on the main texture's color. I don't know which splatting mode does this (I couldn't get a main image to work with the splatting modes) and I had no luck editing your PagingLandscapeTemplate.material file. What happens in there is that it only displays the Detail texture whenever you are about to clip the terrain and ONLY on that tile (or at least VERY close to that tile.) It also disapears when you move the camera angle.

Sorry if I missed something, but I don't know of any good documentation for your different image modes and what they do exactly. All I need to do is have the finished terrain look something like the above picture.

Thanks for any help you can give.

tuan kuranes

20-02-2006 13:43:18

What happens in there is that it only displays the Detail texture whenever you are about to clip the terrain and ONLY on that tile (or at least VERY close to that tile.) It also disapears when you move the camera angle ?
Did you try disabling shaders (VertexCompression and VertexMorphing Off in terrain config file.) ?
Is the detail texture 8bits ?

plsm 2 Wiki Page have lot of info, please report missing info on those pages, and I'll try to add it.

HexiDave

20-02-2006 23:56:11

Ah! It WAS the vertex program. I'm still learning how to read shaders, so I wasn't sure what it did exactly :D

I now have my repeating detail texture that works as requested.

Thanks very much!