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;
Mults multiply the intensity for each channel.
Screeeenies:
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:
How the splatting texture is made:
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.