Yellow
23-09-2006 12:19:25
When I use one of the shaders for the terrain textures, I get seams in the textures.
This is a screenshot using the PLSplattingShaderUnlit material.
http://yellow.g0dsoft.com/screenshots/Dwarf-pw.jpg
I tried using the CVS version, but that doesnt seem to solve the problem. The alpha and coverage textures seem to look fine when viewed outside the app.
It looks like another splatting texture is shining through the correct one.
Here are the cfg / gen files I used:
dwarf_terrain.cfg.gen
dwarf_terrain.cfg
This is a screenshot using the PLSplattingShaderUnlit material.
http://yellow.g0dsoft.com/screenshots/Dwarf-pw.jpg
I tried using the CVS version, but that doesnt seem to solve the problem. The alpha and coverage textures seem to look fine when viewed outside the app.
It looks like another splatting texture is shining through the correct one.
Here are the cfg / gen files I used:
dwarf_terrain.cfg.gen
GroupName=PLSM2
LandScapeFileName=dwarf_terrain
LandScapeExtension=raw
LandScapeExportExtension=raw
Data2DFormat=HeightFieldRaw
RawWidth=1024
RawHeight=1024
TextureStretchFactor=1.0
OutDirectory=../Data/media/maps/LandScapeFileName
Equalize=no
HeightMap=yes
PageSize=257
TileSize=65
BaseMap=yes
CoverageMap=yes
AlphaMaps=yes
HeightNormalMap=no
LightMap=no
Sunx=0.50f
Suny=0.90f
Sunz=0.60f
Ambient=0.3f
Diffuse=0.5f
Blur=0f
NumMatHeightSplat=4
MaterialHeight1=20f
MaterialHeight2=40f
MaterialHeight3=100f
SplatFilename0=splatting_sand.png
SplatFilename1=splatting_grass.png
SplatFilename2=Splatting_gravel1.png
SplatFilename3=splatting_snow.png
dwarf_terrain.cfg
GroupName=PLSM2
LandScapeFileName=dwarf_terrain
LandScapeExtension=raw
FileSystem=../Data/media/maps/LandScapeFileName
Width=4
Height=4
PageSize=257
TileSize=65
Data2DFormat=HeightField
ScaleX=5000
ScaleY=2000
ScaleZ=5000
Deformable=no
VertexCompression=yes
VertexProgramMorph=no
VertexLit=yes
VertexNormals=yes
NumTextureFormatSupported=5
TextureFormatSupported0=Base
TextureFormatSupported1=Splatting2
TextureFormatSupported2=DwarfSplattingShaderLit
TextureFormatSupported3=PLSplattingShaderUnlit
TextureFormatSupported4=PLSplattingShaderLit
#TextureFormat=Splatting2
#TextureFormat=DwarfSplattingShaderLit
TextureFormat=PLSplattingShaderUnlit
#TextureFormat=Base
TextureStretchFactor=1.0
NumMatHeightSplat=4
MaterialHeight1=20f
MaterialHeight2=40f
MaterialHeight3=100f
SplatFilename0=splatting_sand.png
SplatFilename1=splatting_grass.png
SplatFilename3=Splatting_gravel1.png
SplatFilename3=splatting_snow.png
#####################################################
#
# optimizations
#
# At what distance material switches to the lod material
MaterialDistanceLod= 1024
#12288
#4096
# This is the number of renderables in the higher LOD.
DistanceLOD=5
# dont render geometry hidden by other geometry
HorizonVisibilityComputing=yes
VisibleRenderables=2048
MaxRenderLevel=100
MaxPixelError=8
# where to put camera on load.
BaseCameraViewpoint.x=0f
BaseCameraViewpoint.y=800.0f
BaseCameraViewpoint.z=0f