Questions about the new CVS version

HexiDave

16-06-2006 18:57:49

If you have the time, tuan, could you shed a bit of light on how to use the new settings? For example, the indexed coverage maps - here's my current setup, but I changed it a bit to try and use the new settings:

MapSplitter file
#Vale1_HF.cfg.gen
GroupName=PLSM2
LandScapeFileName=Vale1_HF2

OutDirectory=../../../../Samples/Media/paginglandscape2/terrains/LandScapeFileName

PageSize=513
TileSize=65

HeightMap=yes


NumSplatMapToSplit=2
SplatMapName0=Vale1_AM.png
SplatMapName1=Vale1_AM2.png


Terrain file
#Vale1_HF.cfg
GroupName=PLSM2
LandScapeFileName=Vale1_HF2
FileSystem=../../../../Samples/Media/paginglandscape2/terrains/LandScapeFileName

Width=16
Height=16

PageSize=513
TileSize=65

ScaleX=5000
ScaleY=5000
ScaleZ=5000



Deformable=yes
VertexCompression=no
VertexProgramMorph=no
MaxPixelError=8
NumTextureFormatSupported=1
TextureFormatSupported0=SplattingShader



TextureFormat=SplattingShader

VertexNormals=yes

NumMatHeightSplat=8

CoverageMap0=Vale1_AM
CoverageMap1=Vale1_AM2


SplatFilename0=rock2b.jpg
SplatFilename1=yellowsand1.jpg
SplatFilename2=snow.jpg
SplatFilename3=grass1a.jpg
SplatFilename4=grass2a.jpg
SplatFilename5=grass1b.jpg
SplatFilename6=grass2b.jpg
SplatFilename7=rock2a.jpg

BaseCameraViewpoint.x=10462.0f
BaseCameraViewpoint.y=6969.0f
BaseCameraViewpoint.z=-13254.0f

Baselookat.x=0.0f
Baselookat.y=0.0f
Baselookat.z=0.0f


Now, I'm unsure if I can actually use 8 splat textures (or more), but for the sake of simplicity, lets say both CoverageMap files are 4 channel PNGs, each with some splatting info. Is this how it works? What is the limit of textures for SplattingShader? Anything else I should know?

This is the CVS build from yesterday using OGRE 1.2.1. I'd appriciate any info on this that you can give.

tuan kuranes

17-06-2006 12:53:38

Coverage keyword is to be used in material scripts, in place of the texture name, not in config file. And coverage files must follow same numbering that alpha maps follow (terrain_filename.Coverage.0.X.Z.png, terrain_filename.Coverage.1.X.Z.png, etc...)

You can create your own material like that, in your case you have to create a new material as there's no material demonstrated in plsm2 scripts with 2 coverage files.

Have a look at scripts and shaders in plsm2 media folder.

HexiDave

18-06-2006 01:20:12

Ah! I see it. Now, I need to start looking into having so many different textures splatted onto the landscape (probably a 3-4 in each area, then change textures for new landscape types i.e. snow areas, desert areas, etc) Will probably have to do that programatically.