====== The layer editor ====== The //Layer editor// window, shown below, is opened via the //Edit// button in the [[l3dt:userguide:climates:matedit|material editor]] window.
{{l3dt:userguide:dialogs:texlayer.png?220}}
The various settings and controls are described below: ===== Texture settings ===== ==== Texture file name ==== The filename of the texture image for this layer. Valid file types include BMP, JPG/JPEG, PNG, TGA and DDS. All files should be in the following directory or subdirectories thereof: ^ WinXP | C:\Documents and Settings\[username]\L3DT\Resources\[version]\Climates\ | ^ Vista | C:\Users\[username]\L3DT\Resources\[version]\Climates\ | ==== Texture weighting ==== The weighting of this texture layer as a fraction of the final texture output. The weightings of all texture layers in each material are adjusted automatically so that they sum to 1, to avoid texture saturation/colour clipping. ==== Texture blend mode ==== ^ Add | This texture is combined with the other texture layers by addition. | ^ Modulate | This texture is used to modulate the other texture layers (e.g. a greyscale 'detail map'.) | ===== Bump map settings ===== ==== Bump map file name ==== The filename of the bump-map image for this layer. For information of bump-mapping, see the [[l3dt:algorithms:lm#Bump-mapping|light-mapping algorithms]] page. For information on generating bump-maps, see [[bundywiki>tutorials:l3dt:bumpmap|this tutorial]]. ==== Bump map weighting ==== Same as for [[#Texture weighting|texture weighting]], above. ===== Resolution settings ===== The resolution settings determine how the texture/bump-map layer is stretched horizontally when applied to the final texture or normals map. ==== Set res. ==== //Set res.// is the horizontal stretch ratio of the texture layer. It takes on a different meaning depending on the value of the //relative to TX/HF ratio// checkbox: === If 'relative to TX/HF ratio' is false... === ...the texture scaling is relative to the heightfield. This means that: * A value of 1 will make each pixel of the texture layer match up with a pixel in the heightfield. * Values larger than 1 compress the texture layer for high-detail. For example, a value of 4 will give 4x4 texture pixels per heightfield pixel (assuming this is a high-res texture). * Negative values stretch-out the texture. For example, a value of -2 will mean that each pixel from the texture layer is stretched across 2x2 pixels from the heightfield. === If 'relative to TX/HF ratio' is true... === ...the texture scaling is relative to the texture map. This means that: * A value of 1 will make each pixel of the texture layer match up with a pixel in the final texture, irrespective of the texture resolution (TX/HF ratio((Consult the [[l3dt:userguide:ops:tx|generating the texture map]] user-guide for info on TX/HF ratios.))). * A value greater than 1 is meaningless. * A negative value such as -2 will stretch-out the texture layer, so that each pixel from the texture layer is stretched across 2x2 pixels in the final texture. ==== Min. res. ==== The minimum TX/HF resolution((Consult the [[l3dt:userguide:ops:tx|generating the texture map]] user-guide for info on TX/HF ratios.)) for which this texture layer will be used. A value of zero or less implies the texture will be used for all TX/HF ratios. ==== Max. res. ==== The maximum TX/HF resolution for which this texture layer will be used (compare with [[#Min. res.]], above). ====Relative to TX/HF ==== Consult [[#Set res.]], above.