Product Chat / Help with Terrain

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Tomik18
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Posted: 24th Jun 2019 12:24 Edited at: 24th Jun 2019 12:25
Can someone tell me why if i paiting second terrain doing all green ?

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GraPhiX
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Posted: 24th Jun 2019 12:45 Edited at: 24th Jun 2019 12:54
Hi Tomik18

if you look in gameguru\docs folder you will find a 'Terrain Palette.pdf' I created a while ago it will give you basic instructions on using the new palette, slot 1 is the default for a path texture not slot 2 as you tried to use, slot 1 will be a 'top most' layer slot 5 is your 'global' layer what ever texture you put in this slot will change the whole terrain so I would put your 'base' texture in slot 5 and your path in slot 1
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Tomik18
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Posted: 24th Jun 2019 15:14
@GraPhiX: ok thank you it works. But if i need use multiple texture what slot i need to use ?
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GraPhiX
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Posted: 24th Jun 2019 15:52 Edited at: 24th Jun 2019 15:55
if you look at the palette it works by 'nearest neighbour' so slot 1 is your path to get a blend outwards use 2 - 4 so slot 2 very close to slot 1 texture slot 3 close to slot 2 texture etc...

so have a texture in 1 - 4 that is gradually changing, then 5 - 8 same principle,
the banding issue arises if you have drastic changes in your neighbouring slots try to keep them as gradual changes

in the example above I had 1-4 sand, 5 - 8 grass, 9 -12 sediment, 13 -15 moss and a rock texture in 16
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GraPhiX
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Posted: 24th Jun 2019 16:37
here is a quick 'cheat' on how to blend with the default palette,

and yes I did forget to change my texture LOL

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Tomik18
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Posted: 24th Jun 2019 18:45
I see you have PNG files and i have DDS file can be here problem ?
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GraPhiX
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Posted: 24th Jun 2019 18:49
I used the default ones from \files\terrainbuild\texturesource most are png if you want to use the dds ones either gimp or paint .net will allow you to edit the dds
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GraPhiX
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Posted: 24th Jun 2019 19:16
here is a terrain using a DDS texture


the hue/saturation slider is your best friend when trying to make terrain textures that blend well it does not matter what the texture is as long as you get the colouring right
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Tomik18
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Posted: 24th Jun 2019 19:41
i see you using export settings DXT1, Interative fit, perceptual and you have checked Weight color by alpha. My export settings i use is DXT5, Interative fit, perceptual and i do not have checked Weight color by alpha
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GraPhiX
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Posted: 24th Jun 2019 19:47
it depends on your texture I had no transparency in the ones I used
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Tomik18
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Posted: 24th Jun 2019 19:50
terrain only use diffuse and normal map ? or can use AO etc ?
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GraPhiX
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Posted: 24th Jun 2019 20:01
the terrain shader uses DNS so no not as of yet I could be wrong but I believe the terrain 'emulates' PBR
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Tomik18
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Posted: 24th Jun 2019 20:25
@GraPhiX if i send you textures what i need in my game can you please help me how can i sorted on pallette without green around ?
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Belidos
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Posted: 24th Jun 2019 23:13
As far as i remember, terrain uses only diffuse and normal as seperate textures, but uses the alpha channel of the diffuse for specular. It's been a while sso i might be remembering wrong.

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GraPhiX
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Posted: 24th Jun 2019 23:42
Quote: "@GraPhiX if i send you textures what i need in my game can you please help me how can i sorted on pallette without green around ?"


I am really busy atm if you send me your 4 textures I will have ago when I get chance
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OldFlak
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Posted: 25th Jun 2019 00:00 Edited at: 25th Jun 2019 00:05
To minimize banding your textures need to be very close in each successive slot, so while you have 16 textures, you can't really have 16 completely different types without noticeable banding if you paint.

The 1st slot is used for paths it is the only one that can be blended over any other texture, since it is a separate layer above the rest.

The terrain looks great if you don't paint it at all - other than using slot 1 for paths - and just let the terrain height and the variation slots determine the blending.

Your _D must have a alpha channel and save it as png 32 (24 with transparency). The alpha controls how shiny the texture will be in GG.
Save your _N as dds.

GG creates a single texture map from all the textures in your pallet. In the process creates the required .dds format for the _D's.

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Tomik18
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Posted: 25th Jun 2019 07:42
I did it by using 1 path and 1 global. Asphalt change texture in MegaPack3 / Scenery / Urban and entity Road. Thank you all for help
My PC specs: Intel Core i3 8100 3,6Ghz
GTX 1660 6GB
8 GB RAM

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