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delta3242

Is there a mask palette limit?

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So I am making an artificial terrain using L3DT, when I opened up my mask palette I noticed this:

naJxKuZ.jpg

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Not really a limit but a limit on textures per cell. You could use all of those if your island was big enough or you could meticulously place your textures in each cell.

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You can also disable surface materials you don't need in the Climate dialog of L3DT before you generate the attributes map.

eg: if you disable "coastal grass 2 and 3" then "coastal grass 1" will be used in all those areas instead.

 

 

B

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I didn't know that bush. I was assigning rgb's to the surfaces i wanted. Like all coastal grass types would be dry grass, all grass types would be grass_green, gradually narrowing down to six surfaces.

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You can also disable surface materials you don't need in the Climate dialog of L3DT before you generate the attributes map.

eg: if you disable "coastal grass 2 and 3" then "coastal grass 1" will be used in all those areas instead.

 

 

B

I just recently found this out myself.  Such a timesaver.

 

Have you had any luck setting up custom textures and Climates?

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Have you had any luck setting up custom textures and Climates?

It's well worthwhile having a go at making some custom materials since the built-in L3DT ones are terrific as examples for how things work, but a little "bland" in actual use...

 

Stock_L3DT_Vs_Custom_Material_zpst86faxv

 

Above - stock L3DT "grass" - with it's associated "bumpmap".

Below - custom "rough moorland" material

 

Generally, before messing with the parameters of a climate (or individual material), even including "disabling" various surfaces, its a good idea to "make a copy" of that climate - rename it and save - then it's "yours" - you can mess with the actual climate parameters, the materials they use, etc without screwing up the original, which you might want to keep untouched as a "baseline" or for reference in the future.

 

There's "save as copy" options in L3DT climate and material manager dialogs for doing that easily

 

As you've probably noticed from the above image, these aren't "ground textures" we're dealing with here - well.. ok... they are, but not in the usual "directly underfoot, viewed from about 6 feet height if you move your boots out of the way" ground textures...

What we're basically trying to "fake" here is "satellite imagery" and so the textures you create/use should look like ground surfaces viewed from a height of around 100 meters (which equates to about 1 pixel per meter, which is our "standard nice quality res" for sat layers).

 

Here's that custom material above, along with a few others, in use in a "final sat layer""

Painted_Runway_small_zpsumyl60em.jpg

 

(Ignore the runway bit - this just happened to be the handiest image I could quickly find and it was originally grabbed to illustrate runway decal painting, but the grass, rock & sand in the background are custom L3DT materials created as described here)

 

I often use actual chunks of real areas, grabbed from Google Earth at that viewing altitude, then I mess with them a lot - make them tiled and seamless (make bumpmaps to match), load them into an L3DT material and layer them up, etc

 

http://www.mediafire.com/download/1ybnf3y6av25q6p/Satellite_Chunks.rar

 

There's a link to a few "raw chunks" like the ones I use as starter material...

 

I seriously advise reading the actual L3DT help files on the "materials" section and how it works!

B

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