Yeah, with you there DVader.
The old system was way better in terms of blending and usability. The basis is there for a much better system with some work, but we still only have 4 textures anyway since you can't really have 16 different textures because of the way they blend.
I worked quite a bit with it for a while, making a couple of different textures sets, but gave up in the end because:
1) of the lines and shadow bugs that make developing textures tedious at best
2) painting maps with the old system was easy and fun, now it is tedious and just plain annoying - well to me anyway.
3) now the best maps are ones where you add a variation texture, but don't paint anything at all - just leave it as is.
I know Lee just put this in as a quick start for 16 textures - and said he would come back to it later, which I am sure he will - but honestly that was the worst thing, it would have been better to leave it as it was imo, until you had time to implement it properly. Maybe I am just a grumpy old fossil, but I really dislike half bake features.
I think it would be awesome if the 16 textures could be implemented as 4 texture sets, giving you 4 different layer groups, for example:
1) beach sandy
2) meadows
3) forrest
4) mountains
Then maybe we could create some pretty awesome maps
But I have no idea if that is even possible, especially performance wise with GG.
I have been playing Recore, which visually is pretty cool, but just sand (terrain) and rocks (models) everywhere - there is also quick sand which you sink into and die
. While there are some variations in sand textures (like ripple, smooth, darker, lighter) I doubt there are anywhere near 16 textures on any given map.
Reliquia....
aka OldFlak
Intel(R) Core(TM) i3-4160 @ 3,60GHz. 8GB Ram. NVidia GeForce GTX 750. Acer 24" Monitors x 2 @ 1920 x 1080. Windows 10 Pro 64-bit.