Hay aaron type dude,
First off Sorry if I posted this in the wrong spot, and thank you for moving it. I kept trying to change the % fields and wasn't sure if that was a bug or not. Actually it is working great except for those few things and I wasn't sure if it was me, or on to-do-lists. You have answered everyting for me fine though.
Neither; I don’t think it’s something that can be implemented. The coverage is determined by the distribution of land types in the attributes map, and the only way to change that currently is to change the land type definitions in the climate files. I will, at some point in time, implement a painting-interface so that you can change the land type coverage manually, but that's about as good as it will get. I simply can't imagine a way to say "I want 25% coverage of land type X" and then have L3DT work the rest out automagically.
Ok I understand now better. Thanks as I am not a programmer and I wasn't sure how this actually all fit together. using the painting tool to add new land types would be cool and probobly a good fix/workaround if not the answer. I thought maybe there would be a way to change the math some in that part of your editor was all, climate would be good also.
No, bump-mapping is controlled by the attributes map. The alpha maps are just one representation of the attrib. map, but are less useful (to me) and take up more space in memory.
Ahhh, I didn't know that or understand till now how it works,
KEWL. Funny how from program to program alpha channels are used in so many ways. So it can be hard sometimes to get it strait with each program I learn. Hahaha sometimes it gives me a headache....Doh dum artist that I am sometimes. Very cool mapping Tree and now I see how the whole thing all goes together thank you very much Bro for that Graphic of that Tree.
You can see that the alpha maps are basically a dead-end as far as L3DT is concerned, though they are (hopefully) useful for other developers.
Cool and yes I do believe there are many uses for them as I can get them into Photo shop and have my way with them in a number of ways, I just wasn't sure how you had intened for them to be used is all.
Do you mean add new land types with their own new textures, or add textures to replace those of existing land types? If the latter, it’s only a matter of search-n-replace in the climate files, but if the former, then you need to define a new land type in the climate files with the appropriate texture. There is currently no user-interface for adding new land types or editing existing ones – this is also on the to-do list.
Well what I had in mind was to be able to over lay another terrain texture map file over the one that is generated. I have been doing that in PhotoShop to get the diferent kinds of textures you see in the terrains I have posted. Using various techniques I know to get the effects I had wanted to see. But what you are saying is about the same kinda thing I think and would work I bet for what I was thinking. Finding and replaceing files is not what I had in mind, that is easy. /chuckles..
I had done your Tut on making my own maps from the website of yours. I had wanted to add stuff to the TXmap files so this is kinda how it went. I used Bryce5 to originally make the graphic/templete I worked from. Then I brought it into L3DT and created the terrain.
I had also made a number of diferent textures for that terrain that I thought would be cool to overlay on top of the mainTX file. After I made the mainTX file in L3DT I did take them into Photoshop for the overlays I did that you can see from the posts I did. So here I am.
Hmmm…could be messy. I’ll have a think about it, but for now I the recommended way to achieve this is either to define new land types (thereby giving you new alpha layers), or by adding the extra layers to the exported alpha maps afterwards using photoshop/etc.
Yup yup I figured it would take some thought. And of course I will use Potopop to do what I want to edo for now, but it is on my wish list.
This can be done by increasing the depth slider in the fog settings dialog (in the view menu).
Humm I tried that and I couldn't get it to go out as far as I wanted it to go. I will send a private email on that subject in a bit for now. I have a idea.
I'm looking into it. I'll let you know when it works.
WOOT WOOT!!!
I’d suspect not, but I’ll play around with the gallery and forum a bit more to see what I can come up with.
OOH great bro, I really would like to be part of all this as I think this is one hella good Program and would like to see and be part of this and all you wonderfull peeps that are on L3DT.
Final note if I could get some help getting the stuff I posted into the gallery sometime soon and no rush, would be great. I know your very bizzy and don't mind bieng on the back burner at all. Chuckles.....and I hope I not to big of a pain in the but either
My end product in all this goes to the TSE engine which I hope to do almost everything +PlusTextures before I take all this into Torque. I hear it is a bitch to dick with after it is in. so as close to perfect as I can get will be wonderfull, hahahahaha and I am just a few days from that goal if all goes well now. Will post those when I do it, but after I can get into the users gallery.
DeathTwister
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