I thought that maybe it had exported over the vanilla game but all those files are the same too. There's no new files in the mod folder, just the poor lonely heightmap.bmp file. I make a tiny adjustment, save and export, then alt-f4. It appears it may be working as the map looks all blocky, wonky and weird. I've created a mod with a new hieghtmap.bmp in map_data and tried launching the editor. I want to change the dimensions of the map to another shapeīeen struggling to get this working correctly unfortunately. Otherwise the games textures will offset and you'll get snow instead of grass or the like. Note! - After adding a new texture you will need to re-export the map for the optimized detail maps to be updated. Properties G -> Specular intensity - Used sparingly on metallic surfaces. Normal B -> Emissive (fill black, unless you like self illumination) The texture files have some texture channels switched around, channels refering to Red, Green, Blue, Alpha.ĭiffuse A - Material heightmap, used for blending. The mask.bmp file needs to be the same size as the heightmap.bmp.Settings.terrain controls data for how all materials act globally, like how they blend, tile and such.ttings is the file where you add new terrain layers with script, link in your new textures here.DDS textures, a diffuse texture, a normal texture, a properties texture and a mask that you add to the above mentioned folder. You could load a pre-made heightmap right away, but it'll look chaotic until you do a repack. As you work and give the world more geometry, or replace it with an external heightmap, remember to repack again to keep each square optimized for its amount of details. (indirection and packed heightmap, game never uses the heightmap.bmp alone) Then press the export button to make it create the optimized files used by the game.
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