Latest games terrain tex techniques

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5 comments, last by EverIce 19 years, 6 months ago
I don't know that anyone of you has seen the screenshots of Exigo and Stranger. They are rts games. It seems that any techniqe i know can't achieve that type of texturing. Because can't see any square tiles. They don't use splatting and tile texturing i'm sure of it. Why am i thinking of this? On a little area aprox. 16*16 they're using three different textures and can't see any blending. But how are they doing ? Maybe in their editor they are painting the textures to terrain ? If anyone has got any idea, i'll be glad of it. [Edited by - EverIce on September 24, 2004 7:39:45 AM]
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One can achieve similar results by using hexagons instead of rectangles for the underground. We did something like that for the settlers series. You can see some screenhots here, here and here.

Best regards
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Interesting screenshots and solution. I don't even realized that pro developers visiting gamedev. Thanks for the reply.

The greater part of this problem that in a tile how to use multiple textures ?
Basically you define from which underground you can go to another one and have the blending done specially between the two underground types. This enables you to have a higly detailed mapping for the underground with different blending for different underground types.

ie. in the screenshots I posted, you have a blending between grass and sand. Given that sand is "lower" than grass, there's a border in the grass to sand blending.
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So I have to use layers storing the blending information on vertex alpha or alpha map. Hmm, in the editor i only need to set layers and blending inf.
That sounds not too hard. Thanks.
Well, there are two ways of doing it :

a) you have a blendmap (alpha, whatever) that stores the blending for each triangle on your terrain (you can have some kind of blend structure map and then set the alpha texture coordinates accordingly to the blending you want to have).

or

b) You really *paint* the different blendings from underground A to underground B. This gives you much more control on how it finally looks. You'll be able to make a different blending for the different underground types (ie. make it more rough for stone to grass blending that for snow to stone blending).
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I choose b. Let the designer do its best.

Thanks a lot, you helped much.

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