Search found 672 matches

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Search found 672 matches Page 1 of 68
by JeffR
Wed Jul 19, 2017 3:59 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 78
Views: 845
Just putting it out there, texture creation shouldn't be easy, this is a complicated process that requires skill and time. Just because one can slap in any ol' texture and make it look good shouldn't even factor into the equation imho. Personally i think the lukas method would be fantastic if the t...
by JeffR
Wed Jul 19, 2017 9:05 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 78
Views: 845
Alright, gunna try and go through this, and do it in 2 parts. We'll start with the stock devhead. So, as we've discussed, the correct way to currently texture terrains is to have a color diffuse texture which paints to the BaseTexture of the terrain, and supplies color to the detail texture, which n...
by JeffR
Tue Jul 18, 2017 7:44 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 78
Views: 845
Ended out getting a late start due to a back-log of errands I had to run, but I started on a breakdown/example post on what the general issue people are running into is, what Lukas's work is intended to improve on, and try and get everyone on the same page, since it seems like the wither-tos and why...
by JeffR
Sat Jul 15, 2017 12:56 am
Forum: Blogs
Topic: [New Texture Blending] Flip-flopping on the flip-flop
Replies: 24
Views: 510
Alright, so as I mentioned, was gunna see about drafting up a new set of textures that are in a modern resolution so we can all work from the same base and try and figure out the best approach to the workflow. Weither that means we use this new method, the old method, or some compromise version. The...
by JeffR
Sat Jul 15, 2017 12:51 am
Forum: Rendering
Topic: Terrain cells disappearing
Replies: 4
Views: 87
I actually managed to spot this happening for a brief moment last night when trying out the terrain textures stuff, but it seemed to be EXTREMELY particular, I couldn't really figure a pattern to it. Implication is culling is going pearshaped, and it seems fairly rare. So yeah, if you spot it happen...
by JeffR
Thu Jul 13, 2017 6:56 pm
Forum: Assets
Topic: Pacific assets remastered
Replies: 3
Views: 108
Very cool. I'm looking forward to this :D
by JeffR
Wed Jul 12, 2017 10:24 pm
Forum: Rendering
Topic: Terrain cells disappearing
Replies: 4
Views: 87
Not sure I've ever seen that behavior before.

Can you upload your heightmap for that terrain somewhere so we can try replicating the problem?
by JeffR
Wed Jul 12, 2017 3:20 am
Forum: General
Topic: Blending mode for terrain materials....
Replies: 78
Views: 845
Other engines do it the same, as someone already posted proofs for that, so if not even the biggest engines know how to make it better, how are we supposed to know?


By taking the idea, implementing it, and seeing if we like it better or not. If we don't we just go back to the prior method.
by JeffR
Tue Jul 11, 2017 7:54 pm
Forum: General
Topic: Blending mode for terrain materials....
Replies: 78
Views: 845
While you are correct that you can do additional processing on the various textures in order to not make them conflict in use, that's a lot of unwanted extra overhead to the art pipeline where there probably shouldn't be. The idea is to make stuff faster and more efficient to use. Another point of d...
by JeffR
Tue Jul 11, 2017 6:57 am
Forum: OMNI
Topic: HuH?
Replies: 4
Views: 99
As stated, it was originally a project by Winterleaf, but they stopped development. It was temporarily picked back up, but has since not recieved further attention. If you're interested in C# for T3D, Lukas' project is much more complete(largely only minor things left on the todo list, it has pretty...
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Search found 672 matches Page 1 of 68