Spend a lot of time painting what was under the water... now I see that it doesn't matter
you know you can change the waterlevel somehow with those numbers in the smd file?
but yes, most maps use a very simple texture for underwater because it reducdes filesize, i think.
Spend a lot of time painting what was under the water... now I see that it doesn't matter
you know you can change the waterlevel somehow with those numbers in the smd file?
but yes, most maps use a very simple texture for underwater because it reducdes filesize, i think.
I've made a map using blender, it works quite nicely.
Sculpt mode is great, you can lock X,Y coords to stop it deforming and changes will only apply to Z. You can use mirroring to get symmetrical terrain.
You need to do some messing around with textures to output it correctly though.
You need a greyscale ramp texture applied vertically to your terrain to get the heightmap.
Use an orthographic camera pointing down on your terrain and adjust the scale so that the terrain fits nicely.
Render at desired resolution and you have your heightmap.
Generating the texture is more complex, and if you want a decent sized map, then blender's output is not big enough so you'll need to stitch it together from 4 pieces.
You can use material nodes to divide the landscape into different textures.