Mapdev:splatdetail: Difference between revisions

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= Details =
= Details =
{{FIXME}} Needs description here
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}}
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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
Example
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

measuring stick
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.

Example
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.

Example
Individual Detail Textures Combined Result

Forum Discussion