Atlas2 detailtexture settings in mission file / editor
by Marc 'Dreamora' Schaerer · 03/04/2007 (7:42 am) · 3 comments
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This resource adds the support for detail texturing settings on a per-terrain base instead of the hardcoded default behavior. The fields are editable through the mission file as well as through the regular editor.
As an example:
StartRange and EndRange define the range within which the detail texture fades in. / out.
StartRange is where it starts to fade out while EndRange is the range at which it is completely fade out.
Repeat defines how many times the detail texture is repeated over your terrain. (in both directions)
Installation
Just replace engine/atlas/runtime/atlasInstance2 .h / .cpp with the files in the zip and recompile.
Thats all.
It should not interfer with anything as nothing was modified.
It only sets some values on the batcher before rendering the terrain. (those are used by the batcher to setup the shader)
This resource adds the support for detail texturing settings on a per-terrain base instead of the hardcoded default behavior. The fields are editable through the mission file as well as through the regular editor.
As an example:
new AtlasInstance2(NewTerrain) {
canSaveDynamicFields = "1";
position = "-4032.29 -3264.87 84";
rotation = "1 0 0 0";
scale = "1 1 1";
detailTex = "~/data/terrains/details/detail1";
atlasFile = "~/data/terrains/test2.atlas";
lightMapSize = "8192";
detailStartRange = "50.0"; // Default is 30
detailEndRange = "150.0"; // Default is 40
detailRepeat = "32.0"; // Default is 128.0
};StartRange and EndRange define the range within which the detail texture fades in. / out.
StartRange is where it starts to fade out while EndRange is the range at which it is completely fade out.
Repeat defines how many times the detail texture is repeated over your terrain. (in both directions)
Installation
Just replace engine/atlas/runtime/atlasInstance2 .h / .cpp with the files in the zip and recompile.
Thats all.
It should not interfer with anything as nothing was modified.
It only sets some values on the batcher before rendering the terrain. (those are used by the batcher to setup the shader)
About the author
#2
As I do not need it, I have not checked the shader code to see if this is the cause for this restriction or a code set shader constant used by the shader.
03/27/2007 (7:01 am)
There is an overlay texture thread on the TGEA boards which seems to indicate that overlays larger than 2048x2048 are not supported and will cause problems.As I do not need it, I have not checked the shader code to see if this is the cause for this restriction or a code set shader constant used by the shader.
#3
03/28/2007 (6:37 am)
Yeah, I started that thread and haven't been able to get a response from Ben or Brian.
Torque Owner JPaxson