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[aps]gnat

map Legend

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mapLegend.png

Visitor seems to require it during conversions, but does it actually do anything ?!

I doubt it .....

Any thoughts?

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Can you please put a link to a sample of it. Thanks.

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Well .... the standard one.

http://community.bistudio.com/wiki/Layered_Terrain_Surface_Representation

I've been reading this and am still a lot confused ... because;

I'm trying to do my own desert textures and it refuses to give may anything except a black landscape, except if I drop a copy of the PISEK files into my DATA directory !! wtf

My mask is ..... my own colours, but it matches my LAYERS.CFG

class Layers

{

class deepdesert

{

texture = "gnt_sands\data\deepdesert_mco.png";

material="gnt_sands\data\pisek.rvmat";

};

class desert1

{

texture = "gnt_sands\data\desert1_mco.png";

material="gnt_sands\data\desert1.rvmat";

};

class desertcliffs

{

texture = "gnt_sands\data\desertcliffs_mco.png";

material="gnt_sands\data\cr_travad1.rvmat";

};

class desertrock3

{

texture = "gnt_sands\data\desertrock3_mco.png";

material="gnt_sands\data\desertrock3.rvmat";

};

};

class Legend

{

picture="gnt_sands\Source\mapLegend.png";

class Colors

{

/// color names should correspond to surface layer names

deepdesert[]={{0,0,0}};

desert1[]={{255,0,255}};

desertcliffs[]={{0,255,255}};

desertrock3[]={{255,255,0}};

}

};

So why is it refuses to display?

Even with the PISEK files, it seems to display some of the other textures also, but its a bit messed up.

Soo .... I'm trying to understand how the Map Legend works ..... the BIKI says "only reads" the first line. Yeh! But what does it do with that info?!

Is the underlaying assumption/rule;

Whatever legend colour you have at the far left, will always be "snow"

Whatever legend colour you have at the middle, will always be "boulders"

Whatever legend colour you have at the far right, will always be "wet sand"

ok, so whats that to do with the layout of the LAYERS.CFG file.

The first texture defined in class Layers is the legends Left Most texture?

Then why is the RGB defined in class Colors ?

.... confused.

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black is an indicator for missing textures.

layers.cfg seems ok

a sample of an generated rvmat could help.

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isnt white colour of missing texture?

example texture rvmat

ambient[] = {0.9,0.9,0.9,1};

diffuse[] = {0.9,0.9,0.9,1};

forcedDiffuse[] = {0.02,0.02,0.02,1};

specular[] = {0.0,0.0,0.0,0};

specularPower = 1; // specular interpolator must be enabled

emmisive[] = {0,0,0,0};

PixelShaderID = "NormalMapDiffuse";

VertexShaderID = "NormalMapDiffuseAlpha";

//surfaceInfo = "landtext\bumps.bisurf";

class Stage1

{ // normal map

texture="gnt_sands\Data\deepdesert_detail_nohq.png";

uvSource="tex";

class uvTransform

{

aside[] = {10,0,0};

up[] = {0,10,0};

dir[] = {0,0,10};

pos[] = {0,0,0};

};

};

class Stage2

{

texture="gnt_sands\Data\deepdesert_detail_co.png";

uvSource="tex";

class uvTransform

{

aside[] = {10,0,0};

up[] = {0,10,0};

dir[] = {0,0,10};

pos[] = {0,0,0};

};

};

Example generated layer rvmat (binary)

raP E ambient diffuse forcedDiffuse emmisive specular specularPower Stage0 Å“ Stage1 á TexGen3 & TexGen4 ¬ TexGen0 2 TexGen1 ³ TexGen2 4 PixelShaderID Terrain10 VertexShaderID Terrain Stage2 µ Stage3 ñ Stage4 5 Stage5 w Stage6 · Stage7 ÿ E texture gnt_sands\data\Layers\S_000_001_lco.png texGen á texture gnt_sands\data\Layers\M_000_001_lco.png texGen & uvSource worldPos uvTransform Q ¬ aside ÃÃŒL9 up ÃÃŒL9dir ÃÃŒL¹ pos €< C@ ¬ uvSource worldPos uvTransform × 2 aside ÃÃŒL9 up ÃÃŒL9dir ÃÃŒL¹ pos €< C@ 2 uvSource tex uvTransform X ³ aside €? up €? dir €?pos ³ uvSource tex uvTransform Ù 4 aside up dir pos 4 uvSource tex uvTransform Z µ aside up dir pos µ texture gnt_sands\data\desert1_mco.png texGen ñ texture gnt_sands\Data\desert1_detail_nohq.png texGen 5 texture gnt_sands\Data\desert1_detail_co.png texGen w texture gnt_sands\data\desertrock3_mco.png texGen · texture gnt_sands\Data\desertrock3_detail_nohq.png texGen ÿ texture gnt_sands\Data\desertrock3_detail_co.png texGen E

---------- Post added at 06:52 PM ---------- Previous post was at 06:34 PM ----------

..... I've always wondered.

I've never managed it, but is the MASK_LCO.PNG suppose to colour match the resulting (generated) M_ series layer mask PNG/PAAs in the layers directory?

mask_compare.jpg

I've changed some colours now, but heres an example of an Unrapped rvmat it generates.

// P_000-000_L00_L01_L02_L03.rvmat - 18:56:10 09/12/09, generated in 0.03 seconds

// Generated by unRap v1.05 by Kegetys

// Separate rootclasses: Disabled, Automatic comments: Enabled

ambient[] = {0.0, 0.0, 0.0, 0.0};

diffuse[] = {0.0, 0.0, 0.0, 0.0};

forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};

emmisive[] = {0.0, 0.0, 0.0, 0.0};

specular[] = {0.0, 0.0, 0.0, 0.0};

specularPower = 0.0;

class Stage0 {

texture = "gnt_sands\data\Layers\S_000_000_lco.png";

texGen = 3;

};

class Stage1 {

texture = "gnt_sands\data\Layers\M_000_000_lco.png";

texGen = 4;

};

class TexGen3 {

uvSource = "worldPos";

class uvTransform {

aside[] = {0.000195313, 0.0, 0.0};

up[] = {0.0, 0.0, 0.000195313};

dir[] = {0.0, -0.000195313, 0.0};

pos[] = {0.015625, 4.01563, 0.0};

};

};

class TexGen4 {

uvSource = "worldPos";

class uvTransform {

aside[] = {0.000195313, 0.0, 0.0};

up[] = {0.0, 0.0, 0.000195313};

dir[] = {0.0, -0.000195313, 0.0};

pos[] = {0.015625, 4.01563, 0.0};

};

};

class TexGen0 {

uvSource = "tex";

class uvTransform {

aside[] = {1.0, 0.0, 0.0};

up[] = {0.0, 1.0, 0.0};

dir[] = {0.0, 0.0, 1.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class TexGen1 {

uvSource = "tex";

class uvTransform {

aside[] = {0.0, 0.0, 0.0};

up[] = {0.0, 0.0, 0.0};

dir[] = {0.0, 0.0, 0.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class TexGen2 {

uvSource = "tex";

class uvTransform {

aside[] = {0.0, 0.0, 0.0};

up[] = {0.0, 0.0, 0.0};

dir[] = {0.0, 0.0, 0.0};

pos[] = {0.0, 0.0, 0.0};

};

};

PixelShaderID = "Terrain15";

VertexShaderID = "Terrain";

class Stage2 {

texture = "gnt_sands\data\deepdesert_mco.png";

texGen = 0;

};

class Stage3 {

texture = "";

texGen = 1;

};

class Stage4 {

texture = "";

texGen = 2;

};

class Stage5 {

texture = "gnt_sands\data\desert1_mco.png";

texGen = 0;

};

class Stage6 {

texture = "gnt_sands\Data\desert1_detail_nohq.png";

texGen = 1;

};

class Stage7 {

texture = "gnt_sands\Data\desert1_detail_co.png";

texGen = 2;

};

class Stage8 {

texture = "gnt_sands\data\desertcliffs_mco.png";

texGen = 0;

};

class Stage9 {

texture = "";

texGen = 1;

};

class Stage10 {

texture = "";

texGen = 2;

};

class Stage11 {

texture = "gnt_sands\data\desertrock3_mco.png";

texGen = 0;

};

class Stage12 {

texture = "gnt_sands\Data\desertrock3_detail_nohq.png";

texGen = 1;

};

class Stage13 {

texture = "gnt_sands\Data\desertrock3_detail_co.png";

texGen = 2;

};

Edited by [APS]Gnat

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Gnat lets hook up on OGN TS or MSN and I'll run you through it :)

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Thanks Aus, catch up soon

meh, the black seems to be from 2 stupid typos in layers. I was still referencing 2 BIS rvmats (you can see it in post above).

Much better as you can see.

But at ground level all the textures are a bit "blended together" to see if I'm getting variation. Seems to be but. Anyhow, more stuff to play with yet.

EDIT: Oh, this pic is at 10km VD, no more invisible landscape, its a 20kmx20km map and no lag (more probably because I haven't thrown any objects on it ;) )

Sands_1.jpg

Edited by [APS]Gnat

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Looks good and interesting. How did you get these "height rings" on the texture?

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I've found L3DT is probably one of the best "pre" tools before working in Visitor. It provides height map, the landscape texture and the Layer maps you can merge into 1 single Layers png.

It provided the stratering.

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I made a map but there is always dark patchies where the shodows were made in L3DT.

how do u do away with the shadows in L3DT ?,but also keep the stratering.

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Gnat;1441942']When you generate the TEXTURE MAP' date=' switch OFF "Use Light Map"[/quote']

I gues you mean switch off Shadows as the lightmap itself is used for interesting effects during texture generation.

Might be wrong ofc, but i only put the shadows off.

http://www.leadwerks.com/wiki/index.php?title=Making_a_terrain_using_L3DT

I also do what is told there. Put the sun on TOP so no diagonal sun is incoming. So from top to bottom, put the shadows off.

Edited by spirit6

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