Terrain texture question.
by perry jones · in Torque 3D Beginner · 10/20/2013 (11:38 am) · 8 replies
I just made a terrain in World Machine, mudbox, and photoshop. My output was a very large heightmap and a verylarge terrain texture(flowmap and such) how would I get this onto my terrain in torque. I don't see a very straightforward way of doing this. Most other engines i worked with allowed you to import a terrain with its own base terrain texture. From there you could paint whatever you wanted. When I import in torque it gives me, what looks like, a similar option, but after I choose the texture it imports my terrain with the default "No Material" texture plastered all over my terrain. Any Ideas?
About the author
#2
Bitmap - diffuse
Bitmap - splat/alpha (this will need to be flipped vertically in WM with the flipper device)
Height - png format
You'll have to keep your output size to 2048px max as that's Torque's stock limit. If you need something like 8192px (8.192km) then use Torque's meters-per-pixel settings to adjust your heightmap during import.
Export all ouput files/images to a folder in the /terrains dir. from WM and when you import a terrain in T3D just select the heightmap and choose the splat for the texture (diffuse - I'll explain below).
You'll end up with your terrain covered in that horrible orange NO MATERIAL material. Fear not, because you only need to edit those materials one at a time to have them all map correctly. Just remember that when you do, you'll have to give them unique names.
Hope this helps.
10/20/2013 (12:39 pm)
Ah, you'll need 3 output devices in World Machine: Bitmap - diffuse
Bitmap - splat/alpha (this will need to be flipped vertically in WM with the flipper device)
Height - png format
You'll have to keep your output size to 2048px max as that's Torque's stock limit. If you need something like 8192px (8.192km) then use Torque's meters-per-pixel settings to adjust your heightmap during import.
Export all ouput files/images to a folder in the /terrains dir. from WM and when you import a terrain in T3D just select the heightmap and choose the splat for the texture (diffuse - I'll explain below).
You'll end up with your terrain covered in that horrible orange NO MATERIAL material. Fear not, because you only need to edit those materials one at a time to have them all map correctly. Just remember that when you do, you'll have to give them unique names.
Hope this helps.
#3
10/20/2013 (1:02 pm)
My feeble attempt to figure out what the splat/alpha is. Still alittle new to WM.
#4
10/20/2013 (1:14 pm)
When suddenly, a wild Google appears. I think I sorta just figured it out. Not entirely sure...won't know until i goof something up.
#5
10/20/2013 (1:24 pm)
I think I pretty much got it now. The only remaining problem is that the texture seems to be ab it off from the terrain. its like its slightly shifted to the right somehow...even though they should line up perfectly...
#6
10/27/2013 (10:35 am)
Did you sort it out Perry?
#7
01/02/2014 (5:42 pm)
How do you import the splat into Torque?
#8
01/15/2014 (12:10 am)
You could use a model for your terrain. It depends on your needs but its possible to import a very large terrain as a COLLADA file with just a texture.
Duion
The second one is to overwrite the basetex.dds file of your terrain with your basetexture, when you are done with your terrain.