Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (dr_panther, TedMar, AndrewAMD), 986 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Darkstorm] #41500
02/26/05 15:49
02/26/05 15:49
Joined: Feb 2003
Posts: 264
Michigan,USA
alienheretic Offline
Member
alienheretic  Offline
Member

Joined: Feb 2003
Posts: 264
Michigan,USA
actually ello is correct i have done alot of terrain work it has to do with the size of the terrain versus the scale factore of the texture
easy way to fix make sure when building you terrain that u use either 33 or 65 verts in both directions with 16 or 32 or 64 triangle size then write down how many time u scaled it up in wed say 10for example so example(65 verts 64 triangle size is a terrain size of 4096 quants scale up by 10 = 40960 quants
so texture scale factor say u want 1 texture for each 512 quants=40960/512=80
like i said easy fix just do the math

Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: alienheretic] #41501
02/26/05 16:11
02/26/05 16:11
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline OP
Senior Expert
Darkstorm  Offline OP
Senior Expert

Joined: Jun 2001
Posts: 2,006
USA
Makes sence but then again I've never been that adept at that new fangled mathmatics. It does work as you said but the vertex/triangle size doesn't have to be resticted. Any setting appears to work as long as you figure it out like you said. Thanks for the input and answers. Very helpfull.

Re: Texture Seam Prob w/ Wiki Terrain Shader [Re: Darkstorm] #41502
02/26/05 18:56
02/26/05 18:56
Joined: Feb 2003
Posts: 264
Michigan,USA
alienheretic Offline
Member
alienheretic  Offline
Member

Joined: Feb 2003
Posts: 264
Michigan,USA
yes but it is eaiser to move then around and line them up in wed doing is simillar to how i sugested

Page 2 of 2 1 2

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1