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FreeWorld3D texture layers

by Adam Lindsay · in Torque Game Engine Advanced · 04/18/2007 (8:52 am) · 4 replies

I was looking at the following tdn article:

http://tdn.garagegames.com/wiki/TSE/Atlas/Create_a_Terrain/Freeworld3D

It states that TGEA is limited to importing 4 texture layers (1 base and 3 alphas). I have some questions regarding this (I am relatively new to this so forgive any obvious ignorance ):

1. What about detail layers. Would a detail layer count in the 4 layer limit?

2. Can you use the Freeworld3D's functionality to collapse layers to get around the four layer limit? (example: finish painting a road with an alpha and then collapse it into the base layer)

I am also considering using a unique texture but, it looks a little more complicated and I cannot find decent documentation on the process (creation and import).

Thanks in advance.

- Adam

#1
04/19/2007 (10:13 pm)
No, detail textures do not count against the 4 texture limit. I believe the latest version of Atlas was supposed to not have this limitation anymore, but I don't think its working right now.
#2
04/20/2007 (1:58 pm)
Adam do you understand the combine .raw files that suppose to combine in photoshop?

I taken them and combine them in the channels RGB and added in a alpha layer and saved them , but only getting one color to show up and rest is pure black.


Welcome to contact me if like to compare notes and see if we solve any issue with importing atlas files. This point this is holding me up and not able to move any further in my project due lack of documentation.

contact me at madcowthomas@hotmail.com
#3
04/20/2007 (2:17 pm)
Are you using the SuperPNG plugin thats found in the TDN, cause the default PNG one will cause the black terrain.
#4
04/20/2007 (3:43 pm)
Download the Superpng the other day. Even talked to Brendan about this issue and he went out his way to get me a png that allowed the alpha layer. This after explain and gave him all my information on what I was working on.


But correct me if wrong here, since don't know any other way.

This my steps in doing this in Photoshop and feel doing something wrong or missing a step.

1.Load the .raw files into Photoshop say there 512 x 512

2.Create a new file RGB 16bit 512 x 512

3.Take the .raw files that I opened and select one. Then select all and then copy, then I paste this into the RGB channel. And do the same for the rest of the .raw files.

Also create a alpha channel

Take the highest .raw file say it represent snow and place it in the alpha, and so forth. Leave the red channel empty for the base texture that is always on.

Then save it as a png