
Textures for SM3 maps
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Textures for SM3 maps
Can we share textures please 

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
sure
Well, if you have 2.3d of l3dt you can import the heightmap into l3dt and run the attributes map, then take a screencapture. Use select color ranges in photoshop to select the rock etc, new layer, color overlay as white with a black background. THis royal bitch about doing it this way is that when you do the white color overlay it's very sharp, which means that you need to run it through Heavy guassian blur for it to look right.
Another was is to open the heightmap image up and use select color ranges on what should be the sides of the hills, copy paste as a new layer on a black background.
Either of the above work, neither make me very happy. I'mma try to figure out a good compromise between the two. I'll post back when I've done some testing.

Well, if you have 2.3d of l3dt you can import the heightmap into l3dt and run the attributes map, then take a screencapture. Use select color ranges in photoshop to select the rock etc, new layer, color overlay as white with a black background. THis royal bitch about doing it this way is that when you do the white color overlay it's very sharp, which means that you need to run it through Heavy guassian blur for it to look right.
Another was is to open the heightmap image up and use select color ranges on what should be the sides of the hills, copy paste as a new layer on a black background.
Either of the above work, neither make me very happy. I'mma try to figure out a good compromise between the two. I'll post back when I've done some testing.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Very cool stuff, check this out... THis is a message from Aaron Torpy (creator of l3dt)
I'm giving him access to post in this forum.atorpy wrote:Hi Forboding Angel,
Following the Textures for SM3 maps thread (into which I cannot reply), I thought I should point out that L3DT exports the blend maps, so you don't need that photoshop stuff on the heightfield. See the 'Operations->Alpha maps->Generate maps...' option. The relevant part of the user-guide is:
http://www.bundysoft.com/docs/doku.php? ... :ops:alpha
Cheers,
Aaron.
Hi hrmph,
How large is the map, and how much RAM do you have?
One thing that *might* work is to generate the map as a mosaic, then select the attributes map (view->show map), and export it (file->export->active map) with the 'split map into mosaic' option disabled. This will use less RAM than having the whole map in memory.
In general, if RAM is a concern, I recommend always using the mosaic option, and exporting as a single (non-mosaic) file when you need to. This will make things slightly slower, but if you have the latest dev build (v2.4.0.21 or .22), then you'll have access to the calculation queue wizard, which automates some of the processes so that you don't have to be around to click 'next'. Thus you can run the attributes map/light map/texture map calculations overnight if need be.
Cheers,
Aaron.
How large is the map, and how much RAM do you have?
One thing that *might* work is to generate the map as a mosaic, then select the attributes map (view->show map), and export it (file->export->active map) with the 'split map into mosaic' option disabled. This will use less RAM than having the whole map in memory.
In general, if RAM is a concern, I recommend always using the mosaic option, and exporting as a single (non-mosaic) file when you need to. This will make things slightly slower, but if you have the latest dev build (v2.4.0.21 or .22), then you'll have access to the calculation queue wizard, which automates some of the processes so that you don't have to be around to click 'next'. Thus you can run the attributes map/light map/texture map calculations overnight if need be.
Cheers,
Aaron.