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How to make a pure bright white ground texture?

  • 11 posts
    #1 Feb 02, 2013 at 00:18 UTC - 0 likes

    I want a pure white ground texture that looks in-game the same as (basically how a blank picture with white background looks like in PS or gimp)

    if i import a blank white picture in as a ground texture it looks really gray

    how to get a bright pure white texture ingame?

    #2 Feb 02, 2013 at 00:35 UTC - 0 likes

    @HatsuneMikuMegurine: Go

    Not sure if this is actually your issue, but don't forget that your map's lighting can affect the appearance of your ground textures.

    Trigger, layout, interface specialist for Aeon of Storms.

    #3 Feb 02, 2013 at 00:46 UTC - 0 likes

    @MasterWrath: Go

    Yes lighting can affect it, i just want pure white texture no matter any light conditions

    basically i just want a pure white texture that i can draw lines on the ground for tennis courts/basketball courts etc

    #4 Feb 02, 2013 at 01:31 UTC - 0 likes

    Why not just use decal doodads?

    #5 Feb 02, 2013 at 05:52 UTC - 0 likes

    @DrSuperEvil: Go

    i dont know what decal doodads are, but ill try it

    however

    since the map is going to be a third person camera over the shoulder map, all that drawn doodads will lead to more unnecessary lag compared to just drawing all the lines on the terrain itself?

    i want to refrain from using doodads as much as possible to do this (i could even make some 3ds max basic shapes and textures and import them)

    because then i would need to put a TON of doodads to draw all the lines (like over 300 doodads ?) and that would cause lag for that kinda of camera

    if it was a top down default camera map, i would go doodad crazy with thousands of doodads lol....

    Last edited Feb 02, 2013 by HatsuneMikuMegurine
    #6 Feb 02, 2013 at 11:56 UTC - 0 likes
    Quote from HatsuneMikuMegurine: Go

    because then i would need to put a TON of doodads to draw all the lines (like over 300 doodads ?) and that would cause lag for that kinda of camera

    300? Bitch please. The new Income Wars terrain has about 1200. I doubt your camera settings are so much worse that 300 will cause any lag. Why now throw down 300 of them willy nilly and simply try it?

    Additionally, keep in mind you can easily make decals longer and wider. Their reaction to light will likely be more realistic and it'll save you a texture spot.

    Last edited Feb 02, 2013 by Mozared
    #7 Feb 02, 2013 at 13:30 UTC - 1 like

    I think meshes (including terrain) are darker than they supposed to be because graphical engine needs a reserve of brighteness for the reflections, which are genuinely white if specular map is white. So, if you want a pure white terrain, you can try to use emission.

    Another possibility - to use decals with some white emission. One little decal can be stretched to cover the whole map.

    Example, a decal with white32.dds as diffuse and emissive maps, and with 0.7 emissive multiplier.

    Then, you can place other decals above the white one to paint what you need.

    Last edited Feb 02, 2013 by Zolden
    • white_decal.jpg
    • boobs_above.jpg
    #8 Feb 02, 2013 at 18:08 UTC - 0 likes

    Thanks for the suggestions guys!

    Just dropped a bunch of decals out and test document, Decals dont seem to cause lag as much as I would have thought for a 3rd person camera + long farclip

    Going to mess around with emission, the decals, diffuse and emissive maps and emissive multipliers

    btw..Zolden...nice cleavage in that ground decal lol

    Last edited Feb 02, 2013 by HatsuneMikuMegurine
    #9 Feb 02, 2013 at 18:17 UTC - 0 likes

    @Zolden: Go

    You truly know the meaning of TITS or GTFO! :D +1 for you

    Last edited Feb 02, 2013 by Leruster
    #10 Feb 02, 2013 at 22:43 UTC - 0 likes

    @Zolden: Go

    Those suspiciously familiar looking mounds are just one step away from recreating pornRPG from WC3. Still, what model did you use for both?

    #11 Feb 02, 2013 at 23:43 UTC - 0 likes

    @DrSuperEvil: Go

    Both are decal_00.m3 with slightly modified material.

  • 11 posts

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