Product Chat / Create custom terrain textures

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JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 27th Aug 2014 21:06
Hi is out there a guide pipeline on how to create my custom terrain textures in fps creator?

I exploded terrainbakn and exploded a casual terrain andIi Found several files (default, mossy, path, rocky, sedimentary) plus a superpalette.ter


how can I create my custom terrain and put it into fps creator??


thanks

PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
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LeeBamber
TGC Lead Developer
24
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 29th Aug 2014 22:09
You can create a new folder alongside the ones inside terrainbank\ and then copy the files from a complete terrain to your new folder. You can then modify all these files as you see fit. Delete the 'superpalette' file and the engine will create a new one for you. Whatever textures you have in your terrainbank folder will be used when you select the folder name from the Terrain dropdown in the Test Game slider panel (press TAB twice).

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 30th Aug 2014 10:09
THANKS Lee.. i'll try it

PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
PM
TattieBoJangle
10
Years of Service
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Joined: 7th Jan 2014
Location: United Kingdom
Posted: 30th Aug 2014 13:16
@Lee can you have a look at the terrain when you get a min the black lines are a pain and is there a way you could make it so we can adjust the terrain so we can make it less repeatable as even with seamless textures it looks repetitive.

LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 23rd Sep 2014 11:15
I am considering a new technique called texture splatting, which should speed up the terrain shader, eliminate the tiling issue by allowing you to paint pretty much whatever you want on it and also remove the banding issue you see when you cut through from texture A directly to D (meaning the shader transitions through B and C which is visible). Early days yet and just an item on my visual task list, but it's a high priority for performance reasons but will also yield better control of terrain visuals too.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

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