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Creating Splatmaps for Unity Game Engine from attributes map

PostPosted: Mon Jul 11, 2011 12:02 pm
by Quen
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

Re: Creating Splatmaps for Unity Game Engine from attributes

PostPosted: Mon Jul 11, 2011 9:46 pm
by Aaron
Hi Quen,

To generate splat maps (or 'alpha maps', as they are known around here), please see this user guide:

http://www.bundysoft.com/docs/doku.php? ... :ops:alpha

Best regards,
Aaron.

Re: Creating Splatmaps for Unity Game Engine from attributes

PostPosted: Tue Jul 12, 2011 7:09 am
by Quen
Great!
As expected, you are a hero, Aaron! :) Thanks a lot!
Sorry for not searching enough before posting!