Hi Icebreakr,
Very nice!
Is that a texture baked in L3DT, or are you using alpha maps and splatting the textures in-game? (I know nothing about Arma 2).
If you're using an L3DT texture:
You have a few options for faded texture transitions. The first would be to use texture anti-aliasing. In the texture wizard, turn the anti-aliasing up as high as it will go.
Before you do that, however...
Depending on how you set up your climate, you may also need to modify a settings to enable anti-aliasing for each land type. In the
land type editor, go to the 3rd tab (appearance), and set the blend radius to -1. The value of -1 is a 'magic' number* that means the land type will be anti-aliased with whatever radius you set in the texture wizard**. You'll need to set this setting for both the red rocks and the sand land types, if it's not been done already.
If that blending is not sufficient, what I would do is create another land type (and material) to go in between the sand and rocks, using the average of the distribution parameters of the other two types. You could also add some Perlin noise to the type to roughen the interface, and then blur it using texture anti-aliasing.
If you're using alpha maps:
You're in luck, as the beta-release of L3DT v2.9 now supports anti-aliasing of the alpha maps. Thus, you can more-or-less follow the same instructions above (substituting "alpha map wizard" for "texture wizard").
Please let me know how it goes, or if you find any problems.
Regards,
Aaron.
* Sorry about the completely un-obvious magic setting. I'll put it on the to-do list to make the option a separate checkbox or something.
** 0 or positive values for blend radius in the land type can be used to restrict the anti-aliasing radii of individual land types, to give some less blending and others more. For instance, you might make the rock-grass transition sharp (low anti-alias on the rock), but the grass-sand transition smooth (high anti-alias radius for both, or use the magic -1 setting).