New terrain scene node
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I see what you mean, woudln't I have to first stretch the underlying texture, then blend the little detail texture chunks into it? If so, wouldn't this take a rather big chunk of memory?
What I was thinking about doing was: Since both the light map AND the stretch texture will be stretched to the same size, wouldn't it be far easier to just blend the two of em, then using the second set of TCoords to place detail texture wherever I want?
What I was thinking about doing was: Since both the light map AND the stretch texture will be stretched to the same size, wouldn't it be far easier to just blend the two of em, then using the second set of TCoords to place detail texture wherever I want?
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You're rightI see what you mean, woudln't I have to first stretch the underlying texture, then blend the little detail texture chunks into it? If so, wouldn't this take a rather big chunk of memory?
Very good idea! But why are there only two texture coordinate sets?What I was thinking about doing was: Since both the light map AND the stretch texture will be stretched to the same size, wouldn't it be far easier to just blend the two of em, then using the second set of TCoords to place detail texture wherever I want?
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That's an good attitude!Asterisk Man wrote:I've got no clue, we only have 1 TCoord, or 2 TCoords, so I try to make the most out of em whenever I can.
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hmm, why don't you use the alpha value of the bitmap as alpha value?
You have to save your bitmap as 32bit bitmap with the first 8 bits as alpha value.
You have to save your bitmap as 32bit bitmap with the first 8 bits as alpha value.
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Because the color format used by the node is A1R5G5B5, and I'm doing the image editing in a program without alpha editing (either that, or i just dont know how to edit that), so what i've been doing, is to edit the picture at runtime, so that all pixels with r = 0, g = 0 and b = 255 are set to 0xF000 (or alpha = 1, red = 0, green = 0, blue = 0).
The problem is, that when using the lightmap material type, is that alpha transprency is ignored, which means that I'm probably gonna have to make it transparent manually, when I learn how
The problem is, that when using the lightmap material type, is that alpha transprency is ignored, which means that I'm probably gonna have to make it transparent manually, when I learn how
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Must all pixels have the same alpha transparenz value?
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Search Google and Gamedev.net.
If you can german, I've got some good articles about collision deteticion with the terrain, too.
If you can german, I've got some good articles about collision deteticion with the terrain, too.
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Hi,
could you please post your articles on collision detection with terrain or mail them to me ?
Me and a friend are working on a terrainengine that handles large terrains ( more than half an hour of walking by now ) and im very interested in collision detection documentation
Und ich verstehe auch deutsch...
mfg
erSitzt
could you please post your articles on collision detection with terrain or mail them to me ?
Me and a friend are working on a terrainengine that handles large terrains ( more than half an hour of walking by now ) and im very interested in collision detection documentation
Und ich verstehe auch deutsch...
mfg
erSitzt
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Yes I can, but it'll take a few weeks, because i broke my hand (can hardly use a computer )
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ditobal wrote:Indeed, I hope this project isn't dead .gast :) wrote:Any news?
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