Tdc.DarKness 450 Posted December 29, 2018 it is a technique to draw the mask and satmap precisely according to the elevation of the map, I use it mainly to put a stone texture on the slope for example You need GIMP / Photoshop and L3DT on L3DT pro ( go to the trial version if you do not have it ) Import your Heightfield Save project as ... ( very Important ! ) Generate light map Deselect water effects Export the Light map layer Re-size to the size of your map and choose file name. Go to Gimp of PS !......................... Importe the satmap and the lightmap And change the opacity of the satmap to 90 or 95 % You're welcome ! :) 2 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted December 29, 2018 Id maybe use even less shading and also use "overlay" or "darken" as the layer type. so that the satmap does not get that white tint to it. Also don using shadowmap might not be a good idea, it makes the shadows too strong. If you add any shade to the satmap it should be very very minimal. Share this post Link to post Share on other sites
HorribleGoat 1473 Posted December 29, 2018 if you compare to vanilla satmaps they dont have any shading on them, shading is produced by the ingame lighting and terrain normalmap. 1 Share this post Link to post Share on other sites
opteryx 1562 Posted December 29, 2018 If I were to make completely fictional satmap I'd rather multiply some slight ambient occlusion with the satmap rather than shaded relief for the same reasons HB describes. Share this post Link to post Share on other sites
Tdc.DarKness 450 Posted December 29, 2018 So, I'm not trying to do anything beautiful in this tutorial, I use this technique to know where to place my texture with my mask without having to use the surface painting tool, which saves time. but thanks anyway for the information ^^ Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 2, 2019 Many thanks for your post , that helped me out a Lot Share this post Link to post Share on other sites