Creating Splatmaps for Unity Game Engine from attributes map
Posted: Mon Jul 11, 2011 12:02 pm
Hi everyone!
Until now I only used the "simple" functions of L3DT: design a map -> calc. heightfield & textures -> export.
Now I want to use the attributes map to control tiled textures in Unity. The problem is the way Unity controls the textures. Here is a short sample:
http://img705.imageshack.us/img705/6475 ... atmaps.jpg
So there are 4 textures on each splatmap. If I add more textures, more splatmaps will be created.
Is there any way to use the climate settings or a script to create splatmaps like this in L3DT(pro)?
I thought of replacing the colors of the attributesmap manually in photoshop, but I am looking for a workflow that works more than once or twice. This way would need too much time.
Would be great if anybody got an idea how to handle this!
Thanks in advance!
Many greetings,
Quen
Until now I only used the "simple" functions of L3DT: design a map -> calc. heightfield & textures -> export.
Now I want to use the attributes map to control tiled textures in Unity. The problem is the way Unity controls the textures. Here is a short sample:
http://img705.imageshack.us/img705/6475 ... atmaps.jpg
So there are 4 textures on each splatmap. If I add more textures, more splatmaps will be created.
Is there any way to use the climate settings or a script to create splatmaps like this in L3DT(pro)?
I thought of replacing the colors of the attributesmap manually in photoshop, but I am looking for a workflow that works more than once or twice. This way would need too much time.
Would be great if anybody got an idea how to handle this!
Thanks in advance!
Many greetings,
Quen