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fletcher77
August 7th, 2007, 01:07 PM
In my map blast castle I just used seamless tiles to do my texturing for the ground. I have tried to use the base map to get a transition between different textures, I could not get it to work. I noticed on coagulation that there are transitions from one detail map to another from grass to the mud. How do you do this properly, Without it looking like one big washed out base map.

et_cg
August 7th, 2007, 02:09 PM
Add an alpha to your image, then once you compile make sure you have one of these settings applied to it:

Compressed with Explicit Alpha
Compressed with Interpolated Alpha
32-Bit Color

Those are found in the bitmap tag, where it usually says, "Compressed with Color-Key Transparancy. You just hit the drop down, change the value, and it will import the image with its RGB Channels and the alpha channels.

Llama Juice
August 7th, 2007, 02:09 PM
Take a look at the actual ground texture for coag or something... I'll use Blood Gulch as an example here...

http://www.llamajuice.com/ce/blood%20ground.jpg that's the normal map. That shows the basic colors that will be applied to the ground texture.... the detail maps transition because of an alpha channel....

http://www.llamajuice.com/blood%20ground2.jpg http://www.llamajuice.com/ce/blood%020ground2.jpg http://www.llamajuice.com/ce/blood%20ground2.jpg that's the normal map. That showsThat shows that's the alpha channel of the bitmap. In this case the alpha is named Grass... what do you notice about it? The black stuff in the bitmap is where the grass detail map is.

In the shader settings you set your different detail maps that correspond with your alpha channel.

Hope this helped :)

fletcher77
August 7th, 2007, 02:40 PM
Take a look at the actual ground texture for coag or something... I'll use Blood Gulch as an example here...

http://www.llamajuice.com/ce/blood%20ground.jpg that's the normal map. That shows the basic colors that will be applied to the ground texture.... the detail maps transition because of an alpha channel....

http://www.llamajuice.com/blood%20ground2.jpg http://www.llamajuice.com/ce/blood%020ground2.jpg http://www.llamajuice.com/ce/blood%20ground2.jpg that's the normal map. That showsThat shows that's the alpha channel of the bitmap. In this case the alpha is named Grass... what do you notice about it? The black stuff in the bitmap is where the grass detail map is.

In the shader settings you set your different detail maps that correspond with your alpha channel.

Hope this helped :)
Can you use more then 1 alpha channel in your normal map?

Llama Juice
August 7th, 2007, 02:49 PM
Not that I know of... but... you could have seperate normal maps for seperate areas....

OR... if for some reason you need 3+... just build another shader..... copy your bitmap but change the alpha.... then re assign the material IDs in 3ds to your new texture for that part of the map... that way it keeps the same UVWs... but allows for diverse detail maps....

Con
August 7th, 2007, 03:04 PM
yeah, using multiple base maps was the only way I could think of for having more than 2 detail maps. It looks like Halo 3 uses vertex shading (like an RTS) on top or something to avoid this problem. Look at Valhalla, it would need like 4 detail maps on one base map if this were CE/H2V.

fletcher77
August 7th, 2007, 03:11 PM
I was looking at coagulation again an it looks like it has 2 detail maps the grass is a detail map and then the mud. I don't understand how they did this.

Tweek
August 7th, 2007, 03:27 PM
i do, but i'm afraid i'm not sharing yet. not before i've used it in my map :o sowweeee

fletcher77
August 7th, 2007, 03:40 PM
i do, but i'm afraid i'm not sharing yet. not before i've used it in my map :o sowweeee so there is a way to use more then one detail map.

Tweek
August 7th, 2007, 03:44 PM
you can use 5 as far as i know.

fletcher77
August 7th, 2007, 03:57 PM
you can use 5 as far as i know.I will give you a cookie if you tell me how its done.:XD:

Tweek
August 7th, 2007, 03:59 PM
sorry, i'll tell later when i've got it on my own map kk

fletcher77
August 7th, 2007, 05:20 PM
There are shaders with a base map. and 2detail maps(tex_detail_blend)
and there its a shader with 3 terrain maps.(tex_bump_terrain) How would you work this.

Llama Juice
August 7th, 2007, 11:57 PM
Two detail maps isn't a problem at all... it's more than two that makes it get complicated.

The black on the alpha is a grass detail and the white is a dirt on the BG ground I posted earlier. It's just in the shader settings on which detail map goes where:-P

DaneO'Roo
August 8th, 2007, 12:55 AM
multi alpha channels

:/

Llama Juice
August 8th, 2007, 12:57 AM
I've never seen anything that allows multiple alpha channels.. I know you can make them in PS..but... I haven't seen anything in guerrilla... (Not that I'm doubting you... if anyone... you'd know what's up here....)

DaneO'Roo
August 8th, 2007, 01:01 AM
Well, I do not know for sure, but that's the only way possible I can think of. How else can it differentiate?

Llama Juice
August 8th, 2007, 01:13 AM
well an alpha has two values... white and black..... I haven't done it in H2.. but in H1 ground textures (like the BG one I posted)... you could set detail maps for both white and black... which means you can transition from grass to dirt and such...

fletcher77
August 8th, 2007, 11:20 AM
well an alpha has two values... white and black..... I haven't done it in H2.. but in H1 ground textures (like the BG one I posted)... you could set detail maps for both white and black... which means you can transition from grass to dirt and such... What would be the best shader to use to apply the 2 detail maps.

Llama Juice
August 8th, 2007, 11:45 AM
tex_bump_detail_blend is what I would use.

fletcher77
August 8th, 2007, 04:02 PM
I can only get one detail map to work. That is the black in the alpha channel. How would I get it to use the white?

fletcher77
August 9th, 2007, 02:49 PM
you can use 5 as far as i know. Ok I figured out how to use 3 detail maps now what shader did u find that has 5 detail maps.