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world_setup:appearance:terrain [2020/02/02 06:12] – [Basic tiled landscape textures] mitworld_setup:appearance:terrain [2020/02/02 06:17] (current) – [Landscape texture generation + 'Pattern Maps'] mit
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 ==== Landscape texture generation + 'Pattern Maps' ==== ==== Landscape texture generation + 'Pattern Maps' ====
  
-The most recent option, as used on the recent worlds I've run for A tractor, is to combine the heightmap based generation of landscape with a secondary global image (referred to as a 'Pattern Map') which specifies areas of the landscape that use a different texture than would normally be used. (As an aside, **Lovelace** also utilises an extra, custom method that means areas around each town use a more fine-grained texture to lay out roads, grass verges and sandy areas. Configuring this differently for your own world will probably require some 'Technical Discussion').+The most recent (and most powerful) option, as used on the recent worlds I've run for A tractor, is to combine the heightmap based generation of landscape with a secondary global image (referred to as a 'Pattern Map') which specifies areas of the landscape that use a different texture than would normally be used. (As an aside, **Lovelace** also utilises an extra, custom method that means areas around each town use a more fine-grained texture to lay out roads, grass verges and sandy areas. Configuring this differently for your own world will probably require some 'Technical Discussion').
  
 This secondary 'pattern map' image works by using each colour channel of the image to weight the use of texture at each point - so (for instance) a full-red pixel in the image means the corresponding tile is mostly 'texture 1', a green pixel in the image means the corresponding tile is mostly 'texture 2', and a blue pixel in the image is mostly 'texture 3'. A white pixel (i.e. one combining full red, green and blue) is an equal blend of all 3 textures, and all the shades in between allow you to blend between areas of the different textures as you see fit.  This secondary 'pattern map' image works by using each colour channel of the image to weight the use of texture at each point - so (for instance) a full-red pixel in the image means the corresponding tile is mostly 'texture 1', a green pixel in the image means the corresponding tile is mostly 'texture 2', and a blue pixel in the image is mostly 'texture 3'. A white pixel (i.e. one combining full red, green and blue) is an equal blend of all 3 textures, and all the shades in between allow you to blend between areas of the different textures as you see fit. 
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 There is a serious techno-art-gamedev skill to be developed in the creation of these assets and I've personally found it quite interesting working out how to make them. You may find better methods and I wouldn't be surprised if there isn't already tools to make it magically brilliant :] There is a serious techno-art-gamedev skill to be developed in the creation of these assets and I've personally found it quite interesting working out how to make them. You may find better methods and I wouldn't be surprised if there isn't already tools to make it magically brilliant :]
  
 +<note tip>Activate pattern map texture generation system by switching ***settings** -> **Landscape** -> **Auto Texture Generation Mode** to **5** and set the pattern map texture you want to use in the server dialog, Tools Menu -> Terrain Editor (Then click 'Save Terrain Settings'). You may need to relog once after activating this system for distant parts of the landscape to appear correctly.</note>
  
  
world_setup/appearance/terrain.1580645551.txt.gz · Last modified: 2020/02/02 06:12 by mit

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