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old fashioned terrain detail mapping? #92306
09/29/06 12:25
09/29/06 12:25
Joined: Jun 2002
Posts: 724
atlantic canada
pocorev Offline OP
Developer
pocorev  Offline OP
Developer

Joined: Jun 2002
Posts: 724
atlantic canada
hi;
it's been awhile since i've picked up Gamestudio, and with all the enhancements/changes in the latter updates of A6, i find myself trying to re-learn quite a few things.

i've used the search function and read through the past 17 pages of forum threads, and while the subject does come up from time to time, it hasn't been answered. so i'm hoping someone will be kind enough to give me a simple and clear answer to this question.

when A6 first arrived, i would make my terrain much as i did in A5 - heightmap turned hmp in MED, applying a texture skin and then adding a detail skin which i set up in the main level wdl file.

browsing through the new MED is like driving through a new neighbourhood and i simply don't see how to recreate this process.

just to be clear, i really do not wish to use a shader/texture blend technique in this particular project, just a simple detail map defined in the wdl.

is this still possible?

if so, could you please elaborate as to how it's done?

thanks

Re: old fashioned terrain detail mapping? [Re: pocorev] #92307
09/29/06 14:04
09/29/06 14:04
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
i hope i dont tell you wrong, but goto "edit->manage skins"

select "new skin" and on the new skin you select "skin settings".

there you click on "texture file" and load your detailmap

last you click on "texture format" and select mipmaps

that should do it?!?


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Re: old fashioned terrain detail mapping? [Re: ello] #92308
09/29/06 16:00
09/29/06 16:00
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
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Grimber  Offline
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Joined: Sep 2003
Posts: 4,959
US
yep as ello put it above. rememeber both skins ahve to be power of 2 sizes, and both skins cannot be the same size ( typicaly the 2nd skin is smaller)

the first skin turn mipmap off, the second skin ( details skin) turn mipmap on

then in script adjust the detail_size value ( defualt is 4) > the value the more pixels are mapping


(same terrain detail size set to 2 in top image set to 9 in bottem image)


(note: detail_size is removed from manul because its suppost to be replaced by shaders, but it still working as of 6.4 but not for much longer in the later updates)

Re: old fashioned terrain detail mapping? [Re: ello] #92309
09/29/06 16:07
09/29/06 16:07
Joined: Jun 2002
Posts: 724
atlantic canada
pocorev Offline OP
Developer
pocorev  Offline OP
Developer

Joined: Jun 2002
Posts: 724
atlantic canada
hi ello!

thanks for the reply. it's good to see ya again

that seems to work just fine, but how do i set up the detail map in the wdl file? i've been including "var detail_size=8;" but there's no change. i know i've got to be missing something really simple here... like maybe declaring the actual detail map texture file perhaps??

i don't remember having to do that before, but perhaps it's one of the many changes i've been seeing

if that is in fact the problem, could ya give me a quick example ?

thanks again.

Re: old fashioned terrain detail mapping? [Re: pocorev] #92310
09/29/06 16:11
09/29/06 16:11
Joined: Jun 2002
Posts: 724
atlantic canada
pocorev Offline OP
Developer
pocorev  Offline OP
Developer

Joined: Jun 2002
Posts: 724
atlantic canada
@ grimber - hey there! ya must have posted while i was typing

thanks for the refresher... i've got the texture working, added the detail skin and checked 'mipmaps' but can't get the detail texture to do its' stuff...

'template_6' is proving to be VERY interesting to me... although there's a bit of a learning curve it seems.

hummm... thought i had hit 'edit' but must of hit 'reply' by mistake... sorry bout dat


Edit

just got it... was simply placing the 'var' line in the wrong place lol... ahh well, it shouldn't take too long to get up to speed.

thanks again guys - i really appreciate your attention to this

Last edited by pocorev; 09/29/06 16:18.
Re: old fashioned terrain detail mapping? [Re: pocorev] #92311
09/29/06 16:22
09/29/06 16:22
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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G

Joined: Sep 2003
Posts: 4,959
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you need to place detail_size = ; in like main()

also be sure the 2 textures are differnt enough visualy to be noticable

um only other thing I can think of is after you have your skin loaded, seelct that skin in the skin manager and make sure you hit the 'SET skin' button ( do for both skins)

and make sure the 1st skin is not mipmapped. ( it sets it mipmapped by defualt)


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