How to create a ground super duper supertexture, and why you want to.
Move past the normal 8 ground textures limit, ground textures that animate/move, change from one to another say after lava flows over grass to leave it burnt and ashy in its wake.
It's not done using the normal terrain texturing process at all, with this you can use very large texture to add unique details, the image below shows what can be done with only one image, this would be best where you want some really unique none repeating details, the applications are quite wide from melting snow or frost to simply increasing the uniqueness of textures painting in debris, leaves or tank tracks into the ground, With this you can get rid of generic tiling texture look and move past the 8 maximum ground textures limit. You can check the above link for details, thanks!
Edit: I've thought about experimenting with decals as well but it looks like if you are running on medium or low settings they don't appear at all (and many users may use these settings).
Can you force decals to appear for all quality settings?
I put mine to Medium ( I run in OPENGL on Mac) and it worked still, though it did lockup for a good few minutes after I changed settings, dunno if thats just cus it's opengl or my super sized decal lagging it :-/ Once it's done thinking it works fine. hell it even works in Lowest, which is really shouldn't :-D
Be interesting to know how this works on an older GPU with big textures, Ill put out a test example map at some point. Hopefully it degrades gracefully and doesn't just explode :-/
I've been playing w/ this a bit but have one issue. I ended up not actually replacing the textures for already existing decals but created my own w/ my own model. I created the model in photoshop and all it is is a plane w/ the texture as a material. The problem is that I can't get it to uniformly adhere to the terrain. So any kinds of bumps result in the decal being hidden by various objects. I thought I had found a solution by raising the plane up a little on the z-axis but then I realized that units had their feet getting clipped by the new height. I'm sure there is a way to apply custom decals w/ the same kind of uniform results you see in these examples. If anyone has any ideas or helpful hints, please let me know. Thanks!
How to create a ground super duper supertexture, and why you want to.
Move past the normal 8 ground textures limit, ground textures that animate/move, change from one to another say after lava flows over grass to leave it burnt and ashy in its wake.
Find out all the details at the link below:
http:helios.mine.nu/store/?u=2010-05-23
It's not done using the normal terrain texturing process at all, with this you can use very large texture to add unique details, the image below shows what can be done with only one image, this would be best where you want some really unique none repeating details, the applications are quite wide from melting snow or frost to simply increasing the uniqueness of textures painting in debris, leaves or tank tracks into the ground, With this you can get rid of generic tiling texture look and move past the 8 maximum ground textures limit. You can check the above link for details, thanks!
Looks incredible! Going to try this right away.
Edit: I've thought about experimenting with decals as well but it looks like if you are running on medium or low settings they don't appear at all (and many users may use these settings).
Can you force decals to appear for all quality settings?
@kozm0naut: Go
I put mine to Medium ( I run in OPENGL on Mac) and it worked still, though it did lockup for a good few minutes after I changed settings, dunno if thats just cus it's opengl or my super sized decal lagging it :-/ Once it's done thinking it works fine. hell it even works in Lowest, which is really shouldn't :-D
Be interesting to know how this works on an older GPU with big textures, Ill put out a test example map at some point. Hopefully it degrades gracefully and doesn't just explode :-/
Very nice.
Is it possible you could elaborate a little on your Step 3 (to not overwrite existing decals).
E.g. how would I modify the .m3 file? When I change the texture it uses, will I have to change the texture path too? Etc.
Thanks!
I've been playing w/ this a bit but have one issue. I ended up not actually replacing the textures for already existing decals but created my own w/ my own model. I created the model in photoshop and all it is is a plane w/ the texture as a material. The problem is that I can't get it to uniformly adhere to the terrain. So any kinds of bumps result in the decal being hidden by various objects. I thought I had found a solution by raising the plane up a little on the z-axis but then I realized that units had their feet getting clipped by the new height. I'm sure there is a way to apply custom decals w/ the same kind of uniform results you see in these examples. If anyone has any ideas or helpful hints, please let me know. Thanks!
Your link doesn't work for me at the moment. It just times out. Why not post the information here as opposed to redirecting us to your site?