Hi ,
I have been trying to implement the New MtlTerrainMulti.
I have implemented the effect and it looks good.
I have put 3 skins on the Terrain. Here is a description of every skin.
1. skin1 (bmp format) : R Channel - Totally black for base texture ( i.e. skin3that ).
G Channel - some parts white and base black for skin2 to appear ( i.e. on white parts).
B Channel - The Shadow map of skin2..the more black the more "shadowed".
2. skin2 (bmp Format) : a normal bmp texture.
3. skin3 (bmp format) : a normal bmp texture.
As documented in the WDL file :
///////////////////////////////////////
// Title: Terrain multitexture material
// Conitec / jcl 2004
/////////////////////////////////////////
// Blends 3 textures together, according to
// the red and green channel in the first skin.
// The blue channel can be used for a shadow map.
// Skin1 - Terrain RGB blend & shadow mask
// Skin2 - Base terrain texture
// Skin3 - Red channel masked tiled texture
// Skin4 - Green channel masked tiled texture
// Skin5 - Replacement base texture for non-shader hardware
// Skin6 - Replacement detail texture for non-shader hardware
// Skill41 - Skin2 scale, float(1..50)
// Skill42 - Skin3 scale, float(1..50)
// Skill43 - Skin4 scale, float(1..50)
// Skill44 - ambient, float(-1..1)
Now there are some questions that I havent been able to solve in my experimentation:
q1. Why is that in my terrain ( implemented and seen in Level) ..I see skin3 where i shud see skin2..though
as long as the effect is there ..it doesnt matter.
q2. What does RED channel masked texture mean ?
I need to have atleast 3 textures as mentioned in the documentation of the WDL file to be implemented and have run out
of ideas now as how to do it..so please can someone point in the right direction.
Thanks in Advance,