Mapdev:splatdetail: Difference between revisions
m →Details: use Caution |
|||
| Line 1: | Line 1: | ||
= Details = | = Details = | ||
Splat Detail textures extend the default single detail texture that is applied uniformly over the entire map, by allowing the mapper to specify 4 different greyscale detail textures, and offers control of the strength, spatial distribution and tiling resolution of each detail texture. | |||
{{Caution|requires clients to have GLSL-spec hardware}} | {{Caution|requires clients to have GLSL-spec hardware}} | ||
<center> | <center> | ||
Revision as of 18:49, 8 November 2015
Details
Splat Detail textures extend the default single detail texture that is applied uniformly over the entire map, by allowing the mapper to specify 4 different greyscale detail textures, and offers control of the strength, spatial distribution and tiling resolution of each detail texture.
| Caution | |
|---|---|
| requires clients to have GLSL-spec hardware |
| Default Detail Map | Splat Detail Maps |
|---|---|
| * Click on images for higher res | |
Specification
mapinfo.lua
local mapinfo = {
...
resources = {
...
splatDistrTex = "splatDistributionTex.tga",
splatDetailTex = "splatDetailTex.tga",
...
},
...
splats = {
texScales = {1.0, 1.0, 1.0, 1.0},
texMults = {1.0, 1.0, 1.0, 1.0},
},
...
}
texScales
| texScales |
|---|
texMults
Distribution Image
| File Location | ./maps/ |
|---|---|
| File Format | PNG, TGA |
| Colour Depth | 8bpp |
| Channels | RGBA |
| Resolution | Any, recommended powers of two, will be stretched over the terrain. |
The RGBA Channels are individual greyscale distribution maps which define which detail textures to splat onto the ground. The intensity of the splatted textures is multipled by the pixel values for the corresponding channels.
![]() |
|
| Detail Distribution maps | Combined Result |
|---|
Detail Image
| File Location | ./maps/ |
|---|---|
| File Format | PNG, TGA |
| Colour Depth | 8bpp |
| Channels | RGBA |
| Resolution | Any, recommended powers of two, will be stretched over the terrain. |
Each Channel represents a seperate greyscale image. The ground colour is multiplied by the pixel values of the channel. The intensity of the effect is also controlled per channel using the texMults variables, low numbers = less effect.
![]() |
|
| Individual Detail Textures | Combined Result |
|---|



