texturing landscapes
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?
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.....
Great Milenko
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.....
Great Milenko
Words Of Wisdom:
"Never Stick A Pretzel In Your Butt It Might Break Off In There."
http://www.crosswinds.net/~milenko
http://www.crosswinds.net/~pirotech
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement