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Terrain MultiTex 2 #217848
07/25/08 06:16
07/25/08 06:16
Joined: Jan 2006
Posts: 245
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Garrettwademan Offline OP
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Garrettwademan  Offline OP
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Posts: 245
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I am new to this multi texture terrain shader. I have been looking over some shader effects and trying to understand them. The one in particular I am having trouble with is here...

http://www.coniserver.net/wiki/index.php/Terrain_MultiTex_2

I can't quite seem to get the concept of the skins that are assigned. Here is what I am confused on...

Texture entSkin1; //1st tile tex RGB
Texture mtlSkin1; //2nd tile tex RGB and blender in A
Texture mtlSkin2; //3nd tile tex RGB and blender in A
Texture mtlSkin3; //4nd tile tex RGB and blender in A
Texture mtlSkin4; //5nd tile tex RGB and blender in A

Basically, I am trying to make a blender map with say colors such as Red, Green and Blue. I want to add grass, rock and sand textures to this map that relate to the red green and blue on the blender map, but maybe someone can explain the 5 lines above to me on what is what.

Here is what I have, but I know this isn't right.

skin1 = ter_blend1; //defined bmap blender
skin2 = ter_tex1; //defined bmap grass
skin3 = ter_tex2; //defined bmap rock
skin4 = ter_tex3; //defined bmap sand

Thanks.

Last edited by Garrettwademan; 07/25/08 06:18. Reason: another though

Current Project: Computer Repair Simulator
https://www.computer-repair-simulator.com
Re: Terrain MultiTex 2 [Re: Garrettwademan] #217858
07/25/08 07:31
07/25/08 07:31
Joined: Oct 2004
Posts: 150
Germany
T
tkunze Offline
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tkunze  Offline
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Posts: 150
Germany
the shader you refer to does not work with a blendmap. You have to use the alpha channel to provide the information where to draw the texture on the ground.

The shader you are looking for is part of the shader library in A7

Link to shader library description in beta section

Look for mtl_terraintex3.

Re: Terrain MultiTex 2 [Re: tkunze] #217871
07/25/08 09:09
07/25/08 09:09
Joined: Jan 2006
Posts: 53
New Jersey, USA
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jimc74 Offline
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New Jersey, USA
skin 1 controls what gets drawn.
Red / Green colors controls grass, rock, and sand (0-255 in your art program)
0 red, 0 green draws grass.
255 red, 0 green draws rock.
255 red, 255 green draws sand.
try experimenting with different values to get different combinations.
blue causes a shadow.

took me a few hours to figure it out, but you'll get it.

by default, it gives a grass, rock, and sand texture. but in your
terrain model (which I convert to a model from a terrain),
give new textures if you want (I even added a street pavement texture
for a change).

-Jim

Re: Terrain MultiTex 2 [Re: jimc74] #217936
07/25/08 16:47
07/25/08 16:47
Joined: Jan 2006
Posts: 245
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Garrettwademan Offline OP
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Garrettwademan  Offline OP
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Thanks, Let me try a few things and play around with this. Thanks for the information. I guess that first mtl_terraintex3 is already in my folder. I will need to touch up more on these styles of shaders.


Current Project: Computer Repair Simulator
https://www.computer-repair-simulator.com
Re: Terrain MultiTex 2 [Re: Garrettwademan] #218201
07/27/08 04:20
07/27/08 04:20
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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Hey there, there is also a good tutorial on the Wiki

How to creat terrains for 3DGS using L3DT

But it explains things very well, Including how to add
the shadowmap "blue"...


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Re: Terrain MultiTex 2 [Re: Nidhogg] #274748
06/28/09 10:06
06/28/09 10:06
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BastovBros Offline
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BastovBros  Offline
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I have the similar problem, but I would like to use the multitex shader for an entity (a model which I got from a heightmap by converting the terrain to model in MED). Is it possible? or does this shader work only for terrains (heightmaps) ?


a generator of dull questions smile

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