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Posted: Sun Jul 11, 2004 6:29 pm
by Asterisk Man
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?

Posted: Sun Jul 11, 2004 7:06 pm
by Peter Müller
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?
You're right

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?
Very good idea! But why are there only two texture coordinate sets?

Posted: Sun Jul 11, 2004 10:32 pm
by Asterisk Man
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.

Posted: Mon Jul 12, 2004 4:19 pm
by Peter Müller
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.
That's an good attitude!

Posted: Mon Jul 12, 2004 8:03 pm
by Asterisk Man
Alright, I managed to blend the strech texture and the light map. However, I've had no sucess making the transparent spots on the detail map transparent (I'm using pure blue as transparent flag). Any ideas on how to do this, without changing from a light map material type?

Posted: Mon Jul 12, 2004 8:19 pm
by Peter Müller
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.

Posted: Mon Jul 12, 2004 10:14 pm
by Asterisk Man
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 :)

Posted: Tue Jul 13, 2004 12:32 pm
by Peter Müller
Must all pixels have the same alpha transparenz value?

Posted: Tue Jul 13, 2004 7:43 pm
by Asterisk Man
New binary is up, some major fixes, and some neat texture thingies have been done.

Still need some way to create an artificial enlarged view frustrum, to remove the annoying terrain cutoffs. Also needs rotation animator, triangle selector, and some other thingies.

Posted: Tue Jul 13, 2004 9:11 pm
by Peter Müller
Search Google and Gamedev.net.
If you can german, I've got some good articles about collision deteticion with the terrain, too.

Posted: Wed Jul 14, 2004 12:45 pm
by erSitzt
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

Posted: Thu Jul 15, 2004 10:43 am
by Peter Müller
Yes I can, but it'll take a few weeks, because i broke my hand (can hardly use a computer :cry: :cry: )

Posted: Sun Jul 25, 2004 7:59 pm
by gast :)
Any news?

Posted: Sun Jul 25, 2004 8:13 pm
by bal
gast :) wrote:Any news?
Indeed, I hope this project isn't dead :).

Posted: Mon Jul 26, 2004 10:40 am
by Peter Müller
bal wrote:
gast :) wrote:Any news?
Indeed, I hope this project isn't dead :).
dito