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    • 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 frame
      https://ibb.co/NNQs2zM
    • 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  
    • 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.
    • Don't export using 4 materials, use 5 if you have normal map. Use 6 if you don't have normal
    • 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.
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