The map development tutorial (http://springrts.com/wiki/SSMF:_Distribution_Map) does show a nice picture of how a detail texture map is supposed to look, but I'm still not sure of how to get to this end result. Is the best way just to paint over your texturemap with a red, green, and blue brush? Or is there a more sophisticated way?
I do it hardcore: -Photoshop -Texturemap -Select grass(flatland) area (color selection) -Refine selection edges -New layer -Select color channel -Fill layer -Run cloud render, play with different filters, do hand painting etc. to diffuse the filling (This method makes your different detailtextures to mix nicely, for example, you would like to have two different grass details so that they dont look repetative but rather blend together nicely) -Select Cliffs by inverting last selection -Repeat the method -Finally you can do, for example, a global detailtexture (4th one, the alpha channel) by selecting every other channels and inverting the selection.
You are done.
It's a busy method, but this way you can control everything :)
Joined: 02 Dec 2011, 22:31 Location: North Dakota, US
o sorry behe never seen reply but I was referring to alpha maps in l3dt, they're especially for this job, which are based on the attributes map(so texture must be made in l3dt) but customizable to your liking. Here's a link to the l3dt wiki topic for more depth.
edit: I should add one could also set their climate parameters(in l3dt) so the generated attributes map(and therefore alpha) closely match a texture made externally
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