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Thread: Texture transition

  1. #1
    Senior Member fletcher77's Avatar
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    Texture transition

    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.
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  2. #2
    Senior Member et_cg's Avatar
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    Re: Texture transition

    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.
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  3. #3
    Hey there! Llama Juice's Avatar
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    Re: Texture transition

    Take a look at the actual ground texture for coag or something... I'll use Blood Gulch as an example here...

    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....

    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
    Last edited by Llama Juice; August 7th, 2007 at 01:12 PM.
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  4. #4
    Senior Member fletcher77's Avatar
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    Re: Texture transition

    Quote Originally Posted by Llama Juice View Post
    Take a look at the actual ground texture for coag or something... I'll use Blood Gulch as an example here...

    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....

    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?
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  5. #5
    Hey there! Llama Juice's Avatar
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    Re: Texture transition

    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....
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  6. #6
    chilango Con's Avatar
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    Re: Texture transition

    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.
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  7. #7
    Senior Member fletcher77's Avatar
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    Re: Texture transition

    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.
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  8. #8
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    Re: Texture transition

    i do, but i'm afraid i'm not sharing yet. not before i've used it in my map :o sowweeee
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  9. #9
    Senior Member fletcher77's Avatar
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    Re: Texture transition

    Quote Originally Posted by Tweek View Post
    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.
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  10. #10
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    Re: Texture transition

    you can use 5 as far as i know.
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