I will give you a cookie if you tell me how its done.:XD:
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sorry, i'll tell later when i've got it on my own map kk
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.
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
multi alpha channels
:/
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....)
Well, I do not know for sure, but that's the only way possible I can think of. How else can it differentiate?
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...
tex_bump_detail_blend is what I would use.