Game Development Community

Painting textures within the Tribes2 editor?

by Brendan Rogers · in Technical Issues · 05/04/2001 (1:16 am) · 4 replies

Hi arties,

question for those who have used tribes2 editor,
I see there are multiple ways to texture a landscape using different hieght/slope methods and randomizers.
Is there a way I can paint paths directly onto the landscape?
I need to do this to create roads and pathways. Is this do-able? or is it simply limited to the methods in the texture panel?

#1
05/05/2001 (10:19 am)
Painting paths into the textures, no. The amount of additional texture ram that would be required for all the permutations is actually surprisingly high.

--Rick
#2
05/05/2001 (11:02 am)
I havent used the tribe2 editor yet, but I am very excited about this engine. Is there anyway to put roads on the landscape? IE if we did a full textured version of the land, would that work? or am i totally missing the point?
#3
05/05/2001 (5:30 pm)
IS there a way to get this sort of effect?
Ive noticed in some tribes2 maps there are what look like roads or at least paths. ide say that is just a combination of the texturing modes?

Would it be possible to add another polgon texturing method? where you can select faces on the terrain and load a single texture into? like face mapping from 3dmax?

Raods and paths are going to be really important in our rpg im just tring to find an easy way to do it.

Anyone have any suggestions?
#4
05/05/2001 (8:19 pm)
Assuming you're allowed to add texturing passes at will, you should be able to blend (using alpha) a repeating road texture set onto just the polys you need. You'll need a set of road textures, like straight, T, cross, and turn and such.

Your alpha channel would basically look transparent at the side edges and opaque.

Now trouble is, you only want it to tile in one direction. Perhaps you could use a "decal" type technique where you add two polygons a few units above the ground, again with alpha, just like bullet mark effects in Quake (and other) engine games.

A third technique would be a large low resolution macro texture. This would add another texture pass to the entire landscape, which would be pretty rough on pretty much any video card. And it wouldn't look to terribly good.

Tough question. You'll probably need to screw around with different techniques once you actually get the engine. I think a macro texture wouldn't be too tough to implement, as long as you can add extra texture passes which I bet you can.