texturing landscapes

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0 comments, last by anonymous_coward 24 years ago
What''s the best technique for texturing terran? The first method I thought of was to generate a large texture for the whole terrain, and then to split it up into the appropriately (read: maximally) sized pieces that the hardware can handle (256^2 for 3Dfx cards or 1024^2 or so for TNT cards). I tried to think of how one would tile texures across the whole of a terrain, but I can''t come up with any way do to that AND still have decent texture transitions AND have reasonable texture memory requirements. Any thoughts on this?
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it depends on how you game is setup. I''m guessing from the comments about Voodoo and TNT its a 3d poly based....

basicly break it down into sections....


I hope this will look right =)
--------------------------------------
/ / \ /
/ grass/ rock \ /
/------ ----- \ /
/ \-----/\ dirt /
/ / \ /
/ water \ trees \ /
/ / / /
/ / / /
--------------------------------------

then simple for the terain triangles in the grass area atach a grass texture for water a water tex....

I would keep the tex image as small as possable.... this way you could have 20 diffrent tex. for grass and build a terain that is varing but easy on resorses.....

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