Map splitter question

smirnof.pl

11-03-2006 12:25:36

Hello,
I want to use terrain made by Freeworld3d in my ogre based game. I have terrain layers - textures with alpha maps. But i dont know how configure map splitter to break these textures into textures which PLSM2 can use. I was looking for information on wiki and forum but I haven't find the answer. If someon help me i will be very appreciated.

Thanks in advance.

Falagard

12-03-2006 21:31:25

You can split the heightmap created by Freeworld, but can't easily just use the alpha splatting textures created by Freeworld using the mapsplitter. Tuan would be better to answer this, but the splatting techniques currently used by the PLM2 need to have those alpha maps merged into a single texture and I don't think the map splitter has options for doing that.

It'd be good to allow you to do that though.

Clay

smirnof.pl

13-03-2006 19:11:03

Thanks for answer Falagard. :)

Tuan would be better to answer this, but the splatting techniques currently used by the PLM2 need to have those alpha maps merged into a single texture and I don't think the map splitter has options for doing that.

Single alpha texture for one layer? And if I have one big alapha texture for whole terrain I have to split it for each terrain pages. Or I'm in mistake?

I think it should be easy to write program which split big alpha layer ( imported from freeworld3d) to alpha textures for each page.

Falagard

13-03-2006 20:32:02

No, as far as I know Freeworld spits out an alpha texture per splatting layer. So if you have 5 layers of splatting textures, you have 5 alpha textures.

The PLM2 built in splatting technique, such as Splatting2, only works with a fixed number of splat layers - 4 I think, and uses a single texture, with all the splatting alphas merged into the single texture in the RGBA channels. And it's not as simple as just taking a texture and putting it in the RGB and A channels either, the 4 channels are coefficients that add up to a total value of 1.0. Tuan once told me there's a function for inserting splatting textures into the RGBA channels properly that can be used to do it easier.

It's definitely possible to do all this, but no, it's not as easy as just splitting up the splatting alphas for each page.

smirnof.pl

14-03-2006 14:35:52

I see, importing terrain from FW3D to Ogre will not be as simple as I thought. I have to lear more about PLSM2 :) I'm newbie in that.

Dids

03-05-2006 16:26:38

I'm actually also trying to do this, and since I've been fighting with PLSM for ages now, I'm sure I'll figure it out. I hoped that Freeworld already had support for PLSM, but guess not.

Anyway, I'm definitely on the same boat as you are smirnof.pl :?