HexiDave
11-06-2006 20:47:19
I don't think I've ever had a lot of luck getting the different MapSplitter modes to work - it usually crashes whenever I throw it anything besides heightmaps and textures. I use L3DT to create my maps and it does a fine job of giving me textures, heightfields, etc, but I'm trying to use the alpha maps for splatting.
I have had absolutely no luck.
I have a Radeon 9600 Pro, up to date graphics drivers and no issues with anything I currently run, OGRE included. However, I simply cannot find a way to do any sort of splatting using the alpha map(s) produced from L3DT.
Whether it's:
1 Alpha map, 32 bit (RGBA) ; 1 channel for each splatting texture
4 Alpha maps, 8-bit for each splatting texture
Letting MapSplitter try to create the Base, Coverage, Alpha, Light maps
None of them work - with the pre-made alpha maps from L3DT I get "unsupported" error messages and with letting MapSplitter create maps (I'm using almost identical settings from the Alpha.gen.cfg file, which split fine itself) it always crashes the splitter with no message in the log.
I fail to see why my hardware would not support any of the splatting modes as I can run WoW, HL2, Doom 3, etc without so much as a hiccup - so I have to assume it's a setting problem. The only difference between the Alpha.gen.cfg file and mine is that mine is a PNG.
How am I to use 4 splatting textures? Can I possibly get a functional splitter and/or terrain config file that uses a PNG, supports either 1 Alpha map with 4 channels or 4 Alpha maps with 1 channel each that can run on a Radeon 9600 Pro? I'm just totally confused by the different modes and what they require and how best to shift the settings over from L3DT to my project without essentially reinventing the wheel.
I have had absolutely no luck.
I have a Radeon 9600 Pro, up to date graphics drivers and no issues with anything I currently run, OGRE included. However, I simply cannot find a way to do any sort of splatting using the alpha map(s) produced from L3DT.
Whether it's:
1 Alpha map, 32 bit (RGBA) ; 1 channel for each splatting texture
4 Alpha maps, 8-bit for each splatting texture
Letting MapSplitter try to create the Base, Coverage, Alpha, Light maps
None of them work - with the pre-made alpha maps from L3DT I get "unsupported" error messages and with letting MapSplitter create maps (I'm using almost identical settings from the Alpha.gen.cfg file, which split fine itself) it always crashes the splitter with no message in the log.
I fail to see why my hardware would not support any of the splatting modes as I can run WoW, HL2, Doom 3, etc without so much as a hiccup - so I have to assume it's a setting problem. The only difference between the Alpha.gen.cfg file and mine is that mine is a PNG.
How am I to use 4 splatting textures? Can I possibly get a functional splitter and/or terrain config file that uses a PNG, supports either 1 Alpha map with 4 channels or 4 Alpha maps with 1 channel each that can run on a Radeon 9600 Pro? I'm just totally confused by the different modes and what they require and how best to shift the settings over from L3DT to my project without essentially reinventing the wheel.