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High res Textures http://iris2.de/forum/viewtopic.php?f=17&t=1069 |
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Author: | SiENcE [ Tue Nov 13, 2007 6:15 pm ] |
Post subject: | |
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. |
Author: | skillborn [ Tue Nov 13, 2007 8:17 pm ] |
Post subject: | |
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: Files: Grass 1024 Forest 512 Oh, should I recompile after I make changes to terrain.material? |
Author: | SiENcE [ Tue Nov 13, 2007 10:39 pm ] |
Post subject: | |
No need to recompile. Just restart Iris. Btw. Textures are looking good . I think i will make different texture packs. |
Author: | ghoulsblade [ Tue Nov 13, 2007 10:55 pm ] |
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hey, looks cool =D |
Author: | skillborn [ Wed Nov 14, 2007 1:46 am ] |
Post subject: | |
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. 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 might look a bit better, as well as the mountainside-forest transitions Thanks! |
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