Hello people, I've been having trouble with thinking what the best way to make textures for model based terrain levels. I'm mainly working in 3ds max and I hate height maps, I rather have the freedom and model my own levels to add loads of details, cliffs near the shores with no stretching, caves, big mountains that goes straight upwards without angles and alot of stuff.

But I can't really think of a way to texture it in 3d gamestudio a7 commercial or get the texture done in 3ds max to 3dgs a7.
Now in 3dsmax I would use vertex paint and then render the scene applied with tiled textures on the vertex color information. But how would this work in 3d gamestudio a7?

I know there are shaders that allow me to paint rgb + channel colors and then use the shader to apply the tiled texture but it's not fun to UV unwrap a whole terrain mesh besides the tiling wouldn't look good. So does anyone have any ideas on the best way of adding tiled textures to model based terrain which has good blending when two textures meet each other etc?

Thanks in advance

PS: Example of final fantasy 12 level where they use no height field, can notice from the mountains and stuff, they got good texture tiling and blending and you can clearly see that it is a part of the terrain (i've got the game aswell):
youtube link

Last edited by Enduriel; 08/28/08 13:26.