Could anyone explain how i should prepare textures for Ogre::Terrain? I've read this: http://www.ogre3d.org/tikiwiki/tiki-ind ... n+Textures, several forum topics and still don't understand the idea. I'm able to prepare *.dds files, but what should be in them? Especially normal_height - what about alpha channel, what colours makes what effect? I'm playing with it for few days and still can't understand.
For now it looks like this. I don't know where those white spots came from. And it looks like it's not illuminated by light.
Here are my (current, as i'm experimenting with them a lot) textures:
and
Textures for Ogre::Terrain
- MoonWolf
- Gnoblar
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Textures for Ogre::Terrain
MoonWolf
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- Gremlin
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Re: Textures for Ogre::Terrain
Diffuse texture should have colour value in RGB channels and specular value in alpha channel.
Normal-Displacement texture should have vector of normal in RGB channels and displacement value in alpha channel.
Normal-Displacement texture should have vector of normal in RGB channels and displacement value in alpha channel.
- MoonWolf
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- jacmoe
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Re: Textures for Ogre::Terrain
This page is a good friend:
http://www.ogre3d.org/tikiwiki/tiki-ind ... n+Textures
The link to ShaderMap is broken, so here it is: http://shadermap.com/downloads/
You want the shadermap CL.
I think it's free, but it is kind of impossible to learn that from their site.
http://www.ogre3d.org/tikiwiki/tiki-ind ... n+Textures
The link to ShaderMap is broken, so here it is: http://shadermap.com/downloads/
You want the shadermap CL.
I think it's free, but it is kind of impossible to learn that from their site.
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- jacmoe
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Re: Textures for Ogre::Terrain
Yes, it's free for non-commercial use, although if you are commercial then I guess 40 bucks is a very good price for the full package.
/* Less noise. More signal. */
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- MoonWolf
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Re: Textures for Ogre::Terrain
As i stated before, i've read this page but couldn't figure out how compose these textures.
But now i'm not sure if this is worth trying as Ogre 2.1 approaches and Ogre::Terrain doesn't have particularly "good press" anyway (;)
But now i'm not sure if this is worth trying as Ogre 2.1 approaches and Ogre::Terrain doesn't have particularly "good press" anyway (;)
MoonWolf
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Re: Textures for Ogre::Terrain
Me neither. But that's why I recommend that shader command line tool.
It's braindeadly simple: just give it some textures and it will produce 4 of each.
Those 4 needs to be combined, and you can do that in code.
It's braindeadly simple: just give it some textures and it will produce 4 of each.
Those 4 needs to be combined, and you can do that in code.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.