
Any help is appreciated, thanks!
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Urg. Well that sort of tells me how to make a heightmap in blender then export it, but not really how to import. Also, node editor is not something I've figured out how to use for anything.enetheru wrote:this is an older page i was working on, might be of help
https://springrts.com/wiki/User:Enether ... ng_Terrain
or this
https://springrts.com/wiki/User:Enether ... iffuse_Map
so you want to paint on the texture to effect the height of the terrain?aeonios wrote:Ok I think I more or less have that set up properly. How do I import the diffuse texture so that I can edit it?
I think it's "paint the diffuse but sculpt the heightmap".so you want to paint on the texture to effect the height of the terrain?
I'm not actually doing anything with the terrain besides loading it so that I can see what I'm doing while texture painting. Is that a strange thing to do?enetheru wrote:so you want to paint on the texture to effect the height of the terrain?
why not sculpt the terrain directly?
In what way is texture painting limited, anyway? >.>anarchid wrote:I think using texture paint is a legitimate, if somewhat limited, approach.
I'm kind of shocked that it can't.anarchid wrote:(I long for the day when Blender learns to paint texture stacks, e.g. diffuse, specular, emissive, normal ... all in one paint stroke)
Since it's very hard to paint matching multi-texture stacks (again that diffuse/specular/emit/normal thing) with perfect alignment and since you can't use geometry attributes, texture painting will be generally limited in its ability to produce perfectly matching combinations of such textures.In what way is texture painting limited, anyway? >.>
That's not necessarily a huge disadvantage. You don't always have all that stuff, and with the exception of normals the others don't typically need to be lined up all that well. You might be able to do that stuff with texture nodes, but that stuff is still all alien to me.Anarchid wrote:Since it's very hard to paint matching multi-texture stacks (again that diffuse/specular/emit/normal thing) with perfect alignment and since you can't use geometry attributes, texture painting will be generally limited in its ability to produce perfectly matching combinations of such textures.
Maybe. I haven't needed any magic yet.enetheru wrote:I was confused I thought you wanted to alter the terrain. Now realise it's diffuse painting you want. you want to learn node materials for sure. It will make things much easier.
4096x4096, or 48MB in bmp depending on how you measure it. Or did you mean something else?enetheru wrote:so how big is your diffuse texture?
thanks, thats exactly what I meant.aeonios wrote:4096x4096, or 48MB in bmp depending on how you measure it. Or did you mean something else?enetheru wrote:so how big is your diffuse texture?