I got bored so now I'm doing errotep glacier. I always loved that map. There may be a few personal texturing touches on it so don't freak out too much
Umm muffdvr, maybe this might help as to how to get the bumpmapping working:
Code: Select all
L3DT Climate File
#VersionNo: 1.0
#ClimateName: "Green Test"
#ClimateRGB: 50, 255, 50
#ClimateGradCoeff: 1
#ClimateCurvCoeff: 1
#ClimateWaterCoeff: 1
#ClimateSalinCoeff: 1
#TypeID: 1
#TypeName: "grass"
#TexName: "grass\riverdalegrass.jpg"
// #HiTexName: "grass\evergreen1c.jpg"
// #HiTexBlend: 0.2
#ColourRGB: 175, 200, 90
#BumpName: "grass\riverdalegrass_bump.jpg"
#BumpBlend: 0.4
#BaseProb: 0.80
#WaterCoeff: 0.25
/* steep lush grass is copy of lush grass with slightly lower prob + slightly higher grad */
#TypeID: 2
#TypeName: "steep lush grass"
#TexName: "grass\riverdalegrassdead.jpg"
// #HiTexName: "grass\evergreen1h.jpg"
// #HiTexBlend: 0.2
#ColourRGB: 150, 190, 80
#BumpName: "grass\riverdalegrass_bump.jpg"
#BumpBlend: 0.4
#BaseProb: 0.785
#WaterCoeff: 0.27
#SalinCoeff: -0.2
#GradCoeff: 0.08
/* rocky bits */
#TypeID: 3
#TypeName: "rock slope"
#TexName: "rock\rock3.jpg"
// #HiTexName: "rock\cliff1a.jpg"
// #HiTexBlend: 0.2
#ColourRGB: 120, 120, 120
#BumpName: "rock\rock3_bump.jpg"
#BumpBlend: 0.4
#BaseProb: 0.55
#GradCoeff: 0.75
#TypeID: 4
#TypeName: "cliff face"
#TexName: "rock\rock3.jpg"
// #HiTexName: "rock\cliff1.jpg"
// #HiTexBlend: 0.2
#ColourRGB: 80, 80, 80
#BumpName: "rock\slope_bump.jpg"
#BumpBlend: 0.4
#BaseProb: 0.50
#GradCoeff: 1
/* snow */
#TypeID: 5
#TypeName: "snow"
#TexName: "snow\snow1.jpg"
#ColourRGB: 255, 255, 255
#BaseProb: 0.90
#MinAlt2: 1300
#MinAlt1: 2000
#EOF
THis is my greenworld climate (most of my textures are in a texture pack in the mappers forum if you want any of them). All you do is process these maps, in this order.
Design Map
Heightfield
Attributes map
At this point click view>show map - heightfield.
Click operations> active map> split into mosaic.
Now click view>show map - attributes map.
Click operations> active map> split into mosaic.
now process "Terrain Normals"
Light map with these settings
angle - 180
60 degrees
hit next
uncheck water and cast chadows, hit next/ok
Then when that's done just process your terrain.
Sounds like a lot, but it's really not that big of a deal. Good luck!