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PostPosted: Tue Nov 13, 2007 6:15 pm 
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Joined: Mon Aug 09, 2004 12:20 pm
Posts: 1431
Terrain has not only Transitions but also Base Textures.

Please read first the Ogre Manual for Material Infos:
http://www.ogre3d.org/docs/manual/manual_25.html#SEC119

Whole Contents:
http://www.ogre3d.org/docs/manual/manua ... C_Contents

This is a defined transition:

Code:
material tileid_1674 : transition_grass_cobblestone
{
   set_texture_alias blend_mask tex_blend_se_corner_cross.png
}


Where tileid_1674 means the UO map-tile-id.

transition_grass_cobblestone is the name of the transition i specified above in file terrain.material,

Code:
//grass - cobblestone transition
material transition_grass_cobblestone : terrain_transition
{
   set_texture_alias firstbase Grass_large_pattern_1024.dds
   set_texture_alias secondbase cobblestone_large_pattern_512.dds
}


and set_texture_alias blend_mask tex_blend_se_corner_cross.png is the applyed blend_mask. You can find all blendmasks in \data\terrain\textures\. Only one Set of Blendmasks is not done so far.

Take a look at the second definition material transition_grass_cobblestone : terrain_transition.
This means, take definition terrain_transition and copy it, than apply a different name and you can use it. You can also overload it with different settings.


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PostPosted: Tue Nov 13, 2007 8:17 pm 
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Joined: Tue Jun 20, 2006 8:14 am
Posts: 14
Thanks Sience, I will try messing around with that code
I added you on msn by the way

Here are two different textures I made:

Image

Files:
Grass 1024
Forest 512

Oh, should I recompile after I make changes to terrain.material?


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PostPosted: Tue Nov 13, 2007 10:39 pm 
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iris2-developer
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Joined: Mon Aug 09, 2004 12:20 pm
Posts: 1431
No need to recompile.

Just restart Iris.

Btw. Textures are looking good :-).

I think i will make different texture packs.


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PostPosted: Tue Nov 13, 2007 10:55 pm 
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iris2-developer
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Joined: Tue Apr 18, 2006 10:28 pm
Posts: 823
Location: Munich, Bavaria, Germany
hey, looks cool =D


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PostPosted: Wed Nov 14, 2007 1:46 am 
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Joined: Tue Jun 20, 2006 8:14 am
Posts: 14
:) thanks, you guys can use any one you want

I have another question if you don't mind

Let's say I want block 327,333 to have tileid 203 instead of 199. Do I have to edit UO's files?

I noticed tiles like 198 and 199 are used in solid grass areas and also in areas bordering with other textures. If I give 198 and 199 a tex_blend, some places will look good and other places ugly. If I don't, same thing will happen.
Image

Any ideas why there are two base textures beside each other, and how to fix it?

Also I added all rock-forest transitions to the code, and it seems to be working fine
All the rocks scattered around the map
Image

might look a bit better, as well as the mountainside-forest transitions
Image

Thanks!


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