|High res Textures
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|Author:||SiENcE [ Tue Nov 13, 2007 6:15 pm ]|
Terrain has not only Transitions but also Base Textures.
Please read first the Ogre Manual for Material Infos:
http://www.ogre3d.org/docs/manual/manua ... C_Contents
This is a defined transition:
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,
//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 ]|
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:
Oh, should I recompile after I make changes to terrain.material?
|Author:||SiENcE [ Tue Nov 13, 2007 10:39 pm ]|
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 ]|
hey, looks cool =D
|Author:||skillborn [ Wed Nov 14, 2007 1:46 am ]|
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
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