Captain_Deathbeard
22-11-2005 18:29:48
No matter what textureFormat I use I only ever get 2 results; either by terrain is completely white, or it is splatted with the demo textures (rock,grass,sand,snow). I cannot get it to use my own textures.
So then I noticed all the .material files in the paginglandscape directory, they seem to have the texture filenames coded into them.
Even though I have my own textures coded into both .cfg and .gen.cfg:
the terrain still has the same textures. The simplest example is in IPLSM_Image.material:
It has no texture specified (dunno what "tex_address_mode clamp" does), and then a detail texture rockDetail.jpg. So if I put:
So how do I use my own textures?
Do I edit the .material files there? But then how would I have different levels with different textures? I cant just hardcode them in.
And then what is the purpose of the "SplatFilename0=..." in the .cfg's if they have no effect?
So then I noticed all the .material files in the paginglandscape directory, they seem to have the texture filenames coded into them.
Even though I have my own textures coded into both .cfg and .gen.cfg:
SplatFilename0=sand1.png
SplatFilename1=sand2.png
SplatFilename2=earth23a.png
SplatFilename3=SandRed01.png
the terrain still has the same textures. The simplest example is in IPLSM_Image.material:
// This material will be used with splatting
material IPLSM_Image
{
technique
{
pass
{
ambient 0.3 0.3 0.1
diffuse 0.8 0.8 0.6 1.0
texture_unit
{
//texture none
tex_address_mode clamp
colour_op_ex modulate src_texture src_diffuse
}
texture_unit
{
texture rockDetail.jpg
filtering bilinear
tex_address_mode mirror
colour_op_ex modulate_x2
scale 0.03 0.03
}
}
}
}
It has no texture specified (dunno what "tex_address_mode clamp" does), and then a detail texture rockDetail.jpg. So if I put:
TextureFormat=Image
ImageFilename=sand1 <--(my own texture)
I get a plain white terrain with a slight detail texture. So how do I use my own textures?
Do I edit the .material files there? But then how would I have different levels with different textures? I cant just hardcode them in.
And then what is the purpose of the "SplatFilename0=..." in the .cfg's if they have no effect?