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opteryx

Terrain Detail Texture?

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Okay so I've been trying to make an Island and so far it's gone pretty ok, however I can't seem to figure out how to change the terrain detail texture(?).

I've been dissecting the PMC demo islands and I think that the terrain detail texture (the detailed texture that surrounds you on the ground) is defined in the .rvmat file, I have figured out that the

class Stage0 Layered_Terrain_Surface_Representation

and that the class Stage1 is the distant texture, am I right/wrong??

So could anyone explain to me (in simple terms!) how change the detail texture? preferably how to add a custom one.

Here is a picture to show you what I mean:

blaheb1.th.gif

Thanks!

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The RVMAT's are dynamically created by Visitor3 during the texture map importation process. They are created by slicing and analyzing the layer mask files, and creating as many linked rvmat's as are required for each tile based on the different zones found in the sampling of the tile section from the layer mask file.

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opent the rvmat in eliteness (presuming you know which rvmat on which cell you wish to change lets say for example we are changing p_014-008_l00_l02_n_l14.rvamt).change the detail texture

trava_mco.paa"; grass

pisek_detail_co ;sand

lesjeh ;not sure

skala; rock

replace the texture path name for a new one . you can change the full path in the rvmat it dosent matter because the binarised path is one step before this process which tells the map what rvmat is on which cell . you will also have to make sure when you change this detail that the corresponding mask or layers\m_014_008_lco.paa has the right colour in right place and also that your layers\s_014_008_lco.paa too has right kind of colours in right place or it will look ,well not nice anyway..

good luck

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Better wait for New Visitor m8, too much work and Hex Editing...

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Yup, this texturing thing gave me a headache.

I really hope V3 will be out soon, I've got a million ideas for islands but I can't do any of it now without loosing my sanity confused_o.gif

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As I understand it, the "layer mask" defines which terran type to use, and the rvmats define which detail textures (mco as well as the detail itself) correspond with that terrain type.

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