Alpha Map in PLSM2

syedhs

27-06-2006 11:58:49

Hi all,

Before starting, I have to say that have been looking all over for information on using Alpha map in PLSM. I have looked in the WIKI, search the forums but the seemingly obvious feature has not been made clear, at least to me.

I have been using TerrainSceneManager (TSM) for quite many months and it has been okay: I am able to supply the alpha map for each corresponding splatting. There are detail textures and base textures too.
And I want to implement the same thing in PLSM2. Lets say there are three splats: sand, grass and rock. In TSM, it is implement with three alpha maps plus three splatting textures. Fine.. but how is it done in PLSM2?

Looking in the WIKI, there are three ways to colorize the terrain:
1) fixed pipeline
2) shader
3) Splatting Lighted Modes
It seems that I should use the third splatting method. Is it correct?

And another: how do I supply the alpha map? What texture mode that I should actually use?

I think I will get this WIKIed once I got thru this stage (well if there is an interest for that)

tuan kuranes

27-06-2006 13:23:56

It seems that I should use the third splatting method. Is it correct?
Mostly depend on targeted hardware.
But you can provide your own material using syntax convention. In your material name texture Alpha, Coverage, Light, Horizon, Splatting and it will be replaced at runtime by correspeonding map (see below.)

how do I supply the alpha map? What texture mode that I should actually use?
Splatting shader use RGBA 32 bits Coverage map where each channel is an alpha map.
About supplying alpha maps, plsm2 use a syntax convention :

terrain_name.Coverage.X.Z.textureextension
terrain_name.Alpha.X.Z.textureextension

I think I will get this WIKIed once I got thru this stage (well if there is an interest for that)
A wiki page is indeed welcomed.

syedhs

27-06-2006 13:55:54

Okay thanks for the explanation. Looking thru the source code, and looks like Splatting2Edit and Splatting7Edit fits my requirement. Correct me if I am wrong. And my requirement is simple: one alpha channel per file, not all 4 channels altogether into one file.

I think by now, I have understood how this works.. and maybe I will turn to MapSplitter to figure out the rest.

About WIKI, maybe I will be putting 'Learning PLSM2 by Example'. :)