what's interesting about this is the concept of brushes with regard to blending textures.
that is definitely new to me.
have to explore brushes later, though.
Hex terrain editor [updated]
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- Posts: 34
- Joined: Wed Apr 25, 2007 3:48 am
Hi, any updates of this project?
I'm still trying to implement texture splatting to my terrain with no success.
The problem is that I don't know what to do in this line:
newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(vsFileName, "Main", EVST_VS_2_0, psFileName, "Main", EPST_PS_2_0, mc, EMT_DETAIL_MAP);
Actually, I don't know what material type fits better to get some splatting I've tried with EMT_DETAIL_MAP, EMT_SOLID_2_LAYER among others and nothing happens.
Also how should I order my textures here:
terrain[96]->setMaterialTexture(0, driver->getTexture("splatting_grass.png"));
terrain[96]->setMaterialTexture(1, driver->getTexture("diffrock256.bmp"));
terrain[96]->setMaterialTexture(2, driver->getTexture("dirt_x_43.bmp"));
terrain[96]->setMaterialTexture(3, driver->getTexture("akro_coverage.bmp"));
In this case:
texture 0 is the diffuse map 1
texture 1 the second diffuse map 2
texture 2 the detail map
texture 3 the splat coverage map
Any help appreciated.
I'm still trying to implement texture splatting to my terrain with no success.
The problem is that I don't know what to do in this line:
newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(vsFileName, "Main", EVST_VS_2_0, psFileName, "Main", EPST_PS_2_0, mc, EMT_DETAIL_MAP);
Actually, I don't know what material type fits better to get some splatting I've tried with EMT_DETAIL_MAP, EMT_SOLID_2_LAYER among others and nothing happens.
Also how should I order my textures here:
terrain[96]->setMaterialTexture(0, driver->getTexture("splatting_grass.png"));
terrain[96]->setMaterialTexture(1, driver->getTexture("diffrock256.bmp"));
terrain[96]->setMaterialTexture(2, driver->getTexture("dirt_x_43.bmp"));
terrain[96]->setMaterialTexture(3, driver->getTexture("akro_coverage.bmp"));
In this case:
texture 0 is the diffuse map 1
texture 1 the second diffuse map 2
texture 2 the detail map
texture 3 the splat coverage map
Any help appreciated.
It's quite simple if you watch Crytek's tech demo of their editor. They use brushing for everything from trees, to textures, etc. You could even use custom brushes in which you brush buildings onto your level. It's really cool.dlangdev wrote:what's interesting about this is the concept of brushes with regard to blending textures.
that is definitely new to me.
have to explore brushes later, though.
TheQuestion = 2B || !2B
Sorry for the double post, but since this has nothing to do with the first post above, I decided to use a new one.
I am wondering elvman, why you are using Irrlicht 1.4beta. I think that is the reason it is crashing on my system. I have Irrlicht 1.4 installed, and I have never had problems with it using shaders, especially with XEffects etc. Here is the log file:
I am wondering elvman, why you are using Irrlicht 1.4beta. I think that is the reason it is crashing on my system. I have Irrlicht 1.4 installed, and I have never had problems with it using shaders, especially with XEffects etc. Here is the log file:
Code: Select all
Irrlicht Engine version 1.4beta
Microsoft Windows XP Personal Service Pack 2 (Build 2600)
Using renderer: Direct3D 9.0
ATI MOBILITY RADEON XPRESS 200 ati2dvag.dll 6.14.10.6783
Could not load shader function D3DXAssembleShader from dll, shaders disabled: d3dx9_30.dll
Could not create vertex shader.
Could not create vertex shader.
Could not create vertex shader.
Could not create vertex shader.
Could not create vertex shader.
Could not create vertex shader.
Loaded texture: terrain/splatting_grass.png
Loaded texture: terrain/splatting_rock.png
Could not open vertex shader program file: shaders/Terrain_vs.hlsl
TheQuestion = 2B || !2B
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- Posts: 28
- Joined: Wed Dec 03, 2008 11:42 pm