Game Development Community

One big texture - plus blended textures ontop

by Andy Hawkins · in Torque Game Engine · 08/17/2005 (1:08 am) · 9 replies

I would like to apply 1 large texture over the entire terrain - an aerial photograph, and then use the standard texturing tools in Torque to add finer detail ontop - but still preserve the underlying aerial map. Is this possible?

#1
08/17/2005 (4:14 am)
Not without alot of rewriting of the blender IMO ;S
#2
08/17/2005 (5:28 am)
How about a little function that reads a large image, scans across it grabbing a tile in the format in which Torque is accustomed, then start pasting at the top corner of the terrain, continue on from the left to right, row by row until the entire terrain is covered in tiles from the larger image? This would still use the existing blender functions.

Would that be possible? I'm not sure how many texture tiles Torque could handle but this might be one way to do it. Then this function could be added to the texture painter part of the editor (F11) as part of the stack for others to use - so it can be layered with other effects.
#3
08/17/2005 (5:50 am)
If you had one big texture, you wouldnt need to blend stuff on top. You could have any detail you wanted in the big one. It would take some time to work it up and get it good, but then again, this is game dev we're talking about.
#4
08/17/2005 (6:23 am)
A side note, this is exactly what TSE does atm. It uses one BIG texture for the entire terrain.

There is currently no blending solution to "hand draw" stuff right into the texture via the engine the way TGE does, but this doesn't stop you from opening the big texture in photoshop or something and drawing it in there (much like how adam pointed out, if you had one big texture you wouldn't need to blend stuff on top, the point of blending is to avoid having one big texture).

There are also several Terrain tools out there via google that allow you to "draw" on top of a big terrain texture while viewing it in "terrain" style mode, if that'd be easier then doing it in a editing program such as photoshop.
#5
08/17/2005 (6:37 am)
Timothy,

That's really a big difference from how you did it in TGE though. In TGE you did it on the fly, the pipeline was alot simpler.
If you got in a new building, and wanted to change a texture around it.. you could do it right away without going outside, trying to find where the building is.. paint there, and then only find out it wasn't where the building was.
#6
08/17/2005 (4:00 pm)
But if I added detail in Photoshop / Corel whatever the detail would be blurred. That's what I like about the blending in TGE at the moment is the textures you paint with are hires and quite detailed and the detail map is even higher res. This is what I want to do. The aerial photo is multi-texture layer 1, the usual textures in TGE are multitexture layer 2 and the detail maps (rocks etc) are multitexture layer 3.
#7
08/17/2005 (4:18 pm)
That sounds like a nice system. You should go implement it!
#8
08/17/2005 (5:35 pm)
Yeah but how? Can someone point me in right direction, even as little as which classes / source code to hunt around in.
#9
08/18/2005 (12:21 pm)
TerrRender.cc is a good starting place. You'd really be a lot better off trying to implement this stuff in TSE.