Well my question is based texturing, specifically terrain. I've got a few possible maps put together and they are lookin good, but are lacking terrain textures. I have tried making my own textures and placing them in the bitmap folder and placing the right tags on the material names to lead to the bitmap, but still after i export it from Max, and eventually get it to Sapien the texture does not appear. What am i doing wrong? Are there simple terrain textures already available?(other then the [example_tutorial_ground] crap?) And if so how am i going to go about editing them to fit my maps?
Thanks,
Chris
P.S. Nice to meet you all.
Texturing terrain
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k, guess ill just copy and paste.
Have you followed any tutorial? The one by kirks4 is very useful especially if you're just starting out. In the first tutorial it teaches how to make a texture for a ground. You draw onto the thing where you want your grass and dirt so you get paths and stuff. You have to make sure you texture has an alpha channel correctly placed on there. In the shader enviroment, under base map, put your created texture. In primary detail map, you would put a texture that you want to show on the part where the alpha channel isn't covering it. on secondary, you would put what texture you want for your hidden part in the bitmap. If you watch the tuts by kirks4 on halomods.com it will explain much better.
Have you followed any tutorial? The one by kirks4 is very useful especially if you're just starting out. In the first tutorial it teaches how to make a texture for a ground. You draw onto the thing where you want your grass and dirt so you get paths and stuff. You have to make sure you texture has an alpha channel correctly placed on there. In the shader enviroment, under base map, put your created texture. In primary detail map, you would put a texture that you want to show on the part where the alpha channel isn't covering it. on secondary, you would put what texture you want for your hidden part in the bitmap. If you watch the tuts by kirks4 on halomods.com it will explain much better.
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