Detail texture splatting is ready!

Detail texture splatting is ready!

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Beherith
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Detail texture splatting is ready!

Post by Beherith » 23 Mar 2010, 14:11

With infinite thanks to Kloot, detail texture splatting, and multiple dtexes are now ready for use.
Usage is simple:
A maximum of 4 detail textures are permitted. Copy each greyscale dtex to a channel of an RGBA image.
Then specify the distribution corresponding to each channel in an RGBA image.

Set up the multipliers and scales in smd, and you are done!

Example:

Code: Select all

	Description=Melt v1 - for 8 players. Made by [teh]Beherith;
	TidalStrength=20;
	Gravity=130;						
	MaxMetal=1.15;						metal a map square with the maximum metal value gives
	ExtractorRadius=100;				
	MapHardness=180;
	DetailTex=detailtex.bmp;
	SpecularTex=spec.tga;
	splatDetailTex=splattex.tga;
	splatDistrTex=splatmap.tga;
	splatTexScales=0.004 0.004 0.004 0.004;
	splatTexMults=1 0.5 1 1;
SplatTexScales defaults to (0.02 0.02 0.02 0.02), this is the current dtex resolution. Lower values mean larger size. Adjustable per channel.

Mults multiply the intensity for each channel.

Screeeenies:
Image

Image

Image

Sample maps you can try with latest GIT build:


http://beherith.eat-peet.net/stuff/DreamIsland.sdd.7z

http://beherith.eat-peet.net/stuff/Melt_v1.sdd.7z

How the maps of Melt_v1 were made:

SplatDistrTex:
Image


How the splatting texture is made:
Image

And thus where you can see red on the splatdistrtex, it will paint the (greyscale) detail texture put into the red channel of the splatting texture onto the map. Note the small blue dots on the splat distribution texture. Those are where the metal spots are on the map, and they have their own detail texture. It looks much nicer than to have them washed out by whatever other detail texture is on the surrounding terrain.
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zwzsg
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Re: Detail texture splatting is ready!

Post by zwzsg » 23 Mar 2010, 14:17

I like my detailtex to be colored.
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luckywaldo7
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Re: Detail texture splatting is ready!

Post by luckywaldo7 » 23 Mar 2010, 14:21

Those screenies are simply stunning...
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Gota
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Re: Detail texture splatting is ready!

Post by Gota » 23 Mar 2010, 14:27

Looks awesome and lol at the uber ugly commander...
"hello,I'm a turd on your beautiful map"
Last edited by Gota on 23 Mar 2010, 14:27, edited 1 time in total.
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Beherith
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Re: Detail texture splatting is ready!

Post by Beherith » 23 Mar 2010, 14:27

zwzsg wrote:I like my detailtex to be colored.
Damn, I knew I forgot someone when planning this :(
Sorry zw, i was thinking for ages on wether multi colors are needed, and in the end said it would be faster if there was no color.
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Gota
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Re: Detail texture splatting is ready!

Post by Gota » 23 Mar 2010, 14:32

So this adds a lot of small detail when you zoom in right..
If we compare this to how it was the difference is in how much detail?
What would colored detailtex mean?same add on of detail from close up but it could also be colored detail as oppose to small black and white lines(or whatever is in the detailtx image)?

I assume that if i use 4 detail tex images,all 4 will be spread on the entire map in exactly the same way?
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Beherith
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Re: Detail texture splatting is ready!

Post by Beherith » 23 Mar 2010, 14:37

Gota wrote:So this adds a lot of small detail when you zoom in right..
If we compare this to how it was the difference is in how much detail?
Yes
What would colored detailtex mean?same add on of detail from close up but it could also be colored detail as oppose to small black and white lines(or whatever is in the detailtx image)?
more or less
I assume that if i use 4 detail tex images,all 4 will be spread on the entire map in exactly the same way?
Nope, you specify where each dtex goes in the distribution texture. Each can even have diff resolutions.
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Gota
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Re: Detail texture splatting is ready!

Post by Gota » 23 Mar 2010, 15:49

Haha nice.
Now i really pity the fool who does not have a powerful comp with a lot of ram and it takes him ages to compile a map.

In those screenies you used one detail tex for the hills and slopes and another for the flatter ares with snow?
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Beherith
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Re: Detail texture splatting is ready!

Post by Beherith » 23 Mar 2010, 16:00

I used 3, 1 for snow, 1 for rock, and 1 for mex spots.
It doesnt take any longer to compile, though I did have carrara render 3 passes of the map and I blended those and applied lighting in world machine...
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Gota
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Re: Detail texture splatting is ready!

Post by Gota » 23 Mar 2010, 17:40

What i meant is more testing.
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zwzsg
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Re: Detail texture splatting is ready!

Post by zwzsg » 23 Mar 2010, 19:24

Melt_v1 yields:

Image



Dreamland yields:

Image





But at least colored detailtex still works!

Using 0.81.0-384-gd6b18b5-cmake-mingw32
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Beherith
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Re: Detail texture splatting is ready!

Post by Beherith » 23 Mar 2010, 19:50

The first content error is really wierd, because that file is clearly there and valid...
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KaiserJ
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Re: Detail texture splatting is ready!

Post by KaiserJ » 23 Mar 2010, 19:55

the easy part is over (implementing it) and now here comes the hard part, explaining to me how to use it, which could take months, even years!

hahaha i joke, this looks awesome, big schmanks to everyone involved, i'll be mixing some of this sexiness into my next work.

(once the file thinger is solved)
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Kloot
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Re: Detail texture splatting is ready!

Post by Kloot » 23 Mar 2010, 20:36

zwzsg wrote:Melt_v1 yields:

Image

Dreamland yields:

Image

But at least colored detailtex still works!

Using 0.81.0-384-gd6b18b5-cmake-mingw32
Don't rename the .7z's to .sd7 directly, extract them into maps/ (they are archived .sdd directories).
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manolo_
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Re: Detail texture splatting is ready!

Post by manolo_ » 23 Mar 2010, 21:39

the screens are epic
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Beherith
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Re: Detail texture splatting is ready!

Post by Beherith » 23 Mar 2010, 22:13

zwzsg wrote: Using 0.81.0-384-gd6b18b5-cmake-mingw32
Gonna need newer build than that.
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shedeki
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Re: Detail texture splatting is ready!

Post by shedeki » 23 Mar 2010, 22:43

Nice. The example SplatDistrTex contains blurred edges. Does that mean that by using shades of grey in the distribution image I can specify just how much of any detailtex is used for that pixel? Would R,G,B,A 255,255,255,255 result in all four detail textures being superimposed at full strength?

The snow in those screens looks great. Guess thats the soft lighting + the contrast provided my the rough rock.
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Beherith
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Re: Detail texture splatting is ready!

Post by Beherith » 23 Mar 2010, 23:00

Shedeki: That is the case. It controllable from 0 to 255. Also, there is an additional pre-multiplier in the form of SplatTexMults.
You can just perturb the distribution with some fine perlin noise and it already will look much better than just a single flat detail texture.
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very_bad_soldier
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Re: Detail texture splatting is ready!

Post by very_bad_soldier » 23 Mar 2010, 23:26

Behe + Kloot = Awesome
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manolo_
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Re: Detail texture splatting is ready!

Post by manolo_ » 24 Mar 2010, 11:17

very_bad_soldier wrote:Behe + Kloot = Awesome
manolo+vbs=awesome widgets :mrgreen:
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