RyuukoMatoi 2 Posted April 16 I've been building terrains for a little while now, followed by a short break and then a restart as of recent, and i'm having an issue with the terrain textures "blending", any help with this would be appreciated even if its a link to a specific part of a guide.https://ibb.co/R2xcfR0 In this image you can see the severe and almost immediate change to the grass texture compared to the sand texture, it also happens with the stone and seabed textures i'm using. Share this post Link to post Share on other sites
RoF 240 Posted April 16 Don't export using 4 materials, use 5 if you have normal map. Use 6 if you don't have normal Share this post Link to post Share on other sites
RyuukoMatoi 2 Posted April 16 The terrain still doesn't blend after exporting with 5 textures, the closest thing I could imagine would be the issue is the RVMATs, as explained earlier though i've not been doing this long and still have minimal clue what i'm doing, i seem to remember the issue not being present on previous tries, but i could be wrong, its been 6 months since the last terrain I built.https://pastebin.com/vEX3bFKg There is a link to both RVMATs, if it could be those. Share this post Link to post Share on other sites
RoF 240 Posted April 16 Pretty sure all A3 ground texture use this since visual update years ago ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; specular[] = {0.0,0.0,0.0,0}; specularPower = 1; emmisive[] = {0,0,0,0}; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; class Stage1 { texture = "a3\map_data\gdt_concrete_nopx.paa"; uvSource = "tex"; class uvTransform { aside[] = {5,0,0}; up[] = {0,5,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "a3\map_data\gdt_concrete_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {5,0,0}; up[] = {0,5,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; What's your full map frame settings? cell size etc Share this post Link to post Share on other sites
RyuukoMatoi 2 Posted April 16 its 512x512 10m Cell 512x512 with again 10m of resolution on the Source Image 512x512 for the surface mask tiles, with a 16px overlap and a texture layer of 10x10 see attached image for the full framehttps://ibb.co/NNQs2zM Share this post Link to post Share on other sites
RoF 240 Posted April 16 ah ok, so a few issues. 10 is a really low res cell size, smaller would give your terrain more detail. See here for map frame info https://github.com/pennyworth12345/A3_MMSI/wiki/Mapframe-Information I'd go for 1024 grid and 5 cell, then you can change terrain height every 5m instead of 10m! You could do 2048 grid and 2.5 cell, but L3DT isn't a fan of decimal points lol. Also the lower the cell the more hit to fps, it's recommended to not go under 2 cell! See here for settings the dev's used on official maps https://pmc.editing.wiki/doku.php?id=arma3:terrain:grid-cell-size Sat and Mask should be same size as your "terrain size" not "grid size". So 5120 x 5120 in your case. It should also be that size outside of Terrain Builder as well, otherwise TB will resize it and add extra colours to mask! The mask must always have hard edges (pencil tool and not soft edge brush). This image shows an example but it's for L3DT to TB, but shows you basic setup Next up is "Texture Layer" this MUST be as close to 40 x 40 as you can get it, otherwise a lot of stuff breaks including objects and A.I. Don't get this setting wrong! 1 Share this post Link to post Share on other sites
RyuukoMatoi 2 Posted April 16 Ahhh okay, i'll change a few things and report back to you on this, the 40x40 bit i remember doing but not what it did, so maybe that is what i was missing. Thanks for the help Share this post Link to post Share on other sites
RyuukoMatoi 2 Posted April 16 Terrain is blending now thanks man, struck me as odd that it wasn't working earlier but now i've got some more information to improve future terrains. Share this post Link to post Share on other sites
RoF 240 Posted April 17 Glad you got it working! The official arma discord is a bit more active btw Share this post Link to post Share on other sites