Textures for SM3 maps

Textures for SM3 maps

Discuss maps & map creation - from concept to execution to the ever elusive release.

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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Textures for SM3 maps

Post by NOiZE »

Can we share textures please :-)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Yep, speaking of which, I have nearly all my textures in one place now. Took a lot longer than I figured it would...

I'll put em up at some point during the weekend. Not all of them have normal maps though so you will have to make those yourself.
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Forboding,,can you tell me whats the best way to generate the blendmap images? I don`t have a clue. :oops:
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

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.
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Ok, I have been using a variation of your method B :-)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Very cool stuff, check this out... THis is a message from Aaron Torpy (creator of l3dt)
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.
I'm giving him access to post in this forum.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Thanks Aaron,, :lol: the results are much better.

Image
Last edited by mufdvr222 on 02 Aug 2006, 11:46, edited 1 time in total.
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hrmph
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Post by hrmph »

I should be able to export the attributes map, but it says I don't have enough ram. Is there any way to write it to the harddrive without splitting it into a mosaic if I don't have enough ram? BTW it looks really nice muf.
Atorpy
Posts: 41
Joined: 11 May 2006, 08:57

Post by Atorpy »

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.
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