How does the attributes map work?
Posted: Sat Dec 05, 2015 12:34 pm
Edit: Been waiting for about ~35 days for a reply. I'm not sure if you have seen the thread or not, or if I should contact you by email.
Hi,
Thank you for your patience on other threads. I have managed to import maps into my game, and it looks wonderful.
As you can see though, the texture isn't detailed. I could generate a huge megatexture for it, since I now have the professional edition, but I would prefer a tiling (or I think you call it "Splatting") solution.
Since L3DT doesn't support blend maps(RGBA images specifying textures), and I since would have no idea how to use Alpha maps (also they're unnecessary hard drive space & lots of annoying extra images), I would like to de-code the attributes map in my code to be able to apply the correct textures.
Basically, I need help de-coding the attributes map. What sort of algorithms do you use to de-code the attributes map to work out which textures should be used? How can I make textures transition smoothly at the edges? How can I just in general make it look a lot like the L3DT generated texture, but with my tiled textures instead?
I'm somewhat stuck here, so any help would be appreciated.
Thank you for putting up with my constant questions
Joe
Hi,
Thank you for your patience on other threads. I have managed to import maps into my game, and it looks wonderful.
As you can see though, the texture isn't detailed. I could generate a huge megatexture for it, since I now have the professional edition, but I would prefer a tiling (or I think you call it "Splatting") solution.
Since L3DT doesn't support blend maps(RGBA images specifying textures), and I since would have no idea how to use Alpha maps (also they're unnecessary hard drive space & lots of annoying extra images), I would like to de-code the attributes map in my code to be able to apply the correct textures.
Basically, I need help de-coding the attributes map. What sort of algorithms do you use to de-code the attributes map to work out which textures should be used? How can I make textures transition smoothly at the edges? How can I just in general make it look a lot like the L3DT generated texture, but with my tiled textures instead?
I'm somewhat stuck here, so any help would be appreciated.
Thank you for putting up with my constant questions
Joe