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height map texture #116696
03/11/07 23:36
03/11/07 23:36
Joined: Mar 2007
Posts: 8
E
enrageo Offline OP
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enrageo  Offline OP
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Joined: Mar 2007
Posts: 8
i have the height map inside of MED. it's there and i've tweaked. Now that's done what do I do to get a texture on it? do multiple textures work? are there any tutorials that I can be pointed to for help?

thanks.

Re: height map texture [Re: enrageo] #116697
03/12/07 10:58
03/12/07 10:58
Joined: Aug 2006
Posts: 128
Papua New Guinea
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Impaler Offline
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Impaler  Offline
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Joined: Aug 2006
Posts: 128
Papua New Guinea
Well you go file > import > terrain from height map

and that gets you the terrain height. Then you get a colourful picture and make it the terrain's skin. You can give it a second skin and it will be used for the detail, as long as it is a different size than the first.

but...

The best thing to do is use a 3d rendering program(I use blender) and model the terrain. Then you render a top view, with black fog, and use that as the heightmap, and then you put a texture on the model, and render it with shadows and fancy lighting, and use that as the texture of the terrain. That way the terrain gets good looking shadows that are actually part of the texture.


Murphey's Law:
<< if anything can go wrong, it will >>

(Murphey was an optimist).
Re: height map texture [Re: Impaler] #116698
03/12/07 13:15
03/12/07 13:15
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
Frederick_Lim Offline
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Frederick_Lim  Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30...
I reading the A6 manual about the terrain entities.

Quote:

An extension of this concept is using multiple detail textures for patches of rock, grass, paths etc. to be mapped onto different parts of the terrain. The multitexture terrain template MtlTerrainMulti uses a shader to blend up to 3 different textures plus a shadow map on a terrain. The first terrain skin (skin 1) is used as a mask; on its red parts skin 3 is visible on the terrain, on its green parts skin 4 is visible. Where the mask is neither red nor green, the terrain carries skin 2. The blue channel of the mask is used for a shadow map, and darkens or lightens the terrain according to the intensity of the blue color. Skins 5 and 6 are used for an alternative terrain and detail texture on hardware that does not support shaders. For using the multitexture terrain template, add MtlTerrainMulti to your script through the Project Manager, and apply the terrain_multi3 action to your terrain.




But I can't find any sample project or tutorial demonstrate how to apply multitexture.


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