The Layer editor window, shown below, is opened via the Edit button in the material editor window.
The various settings and controls are described below:
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\ |
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Vista | C:\Users\[username]\L3DT\Resources\[version]\Climates\ |
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.
Add | This texture is combined with the other texture layers by addition. |
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Modulate | This texture is used to modulate the other texture layers (e.g. a greyscale 'detail map'.) |
The filename of the bump-map image for this layer. For information of bump-mapping, see the light-mapping algorithms page. For information on generating bump-maps, see this tutorial.
Same as for texture weighting, above.
The resolution settings determine how the texture/bump-map layer is stretched horizontally when applied to the final texture or normals map.
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:
…the texture scaling is relative to the heightfield. This means that:
…the texture scaling is relative to the texture map. This means that:
The minimum TX/HF resolution2) 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.
The maximum TX/HF resolution for which this texture layer will be used (compare with Min. res., above).
Consult Set res., above.