dennis Posted September 1, 2012 Share Posted September 1, 2012 Hello all! I was thinking about the fact that I just have 5 texture layers, and off course I also was thinking... Can we have more of them? and how to add more texture and vegetation layers? is it even possible? I hope someone can help with this. Cheers Dennis Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted September 1, 2012 Share Posted September 1, 2012 shadmar was looking at techniques to increase the texture layers available with some success, but with regard to the vegetation layers ... there is no limit on those as I understand it (apart form the graphics cards ability to render it all lol) Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
dennis Posted September 1, 2012 Author Share Posted September 1, 2012 Okay sounds great. how did he do that ? Quote Link to comment Share on other sites More sharing options...
shadmar Posted September 1, 2012 Share Posted September 1, 2012 It's basicly 1x RGBA for mixmap alpha 1x RGBA for mixmp solid Each RGBA channel can hold one texture, use colors to map each texture. In total that's 19 texture slots to display 9 layers with normalmaps. (or 11 without), but it means using textureslot 16 and above which isn't supported by all hardware. In theory you can do upto 16 layers + bumpmaps + mixmap + 4 RGBA maps = 37 textureslots, but not sure any card could read that many, I think there is a limit somewhere. (PS it's displayed on mesh, not a terrain using these textures) 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
dennis Posted September 1, 2012 Author Share Posted September 1, 2012 It's basicly 1x RGBA for mixmap alpha 1x RGBA for mixmp solid Each RGBA channel can hold one texture, use colors to map each texture. In total that's 19 texture slots to display 9 layers with normalmaps. (or 11 without), but it means using textureslot 16 and above which isn't supported by all hardware. In theory you can do upto 16 layers + bumpmaps + mixmap + 4 RGBA maps = 37 textureslots, but not sure any card could read that many, I think there is a limit somewhere. (PS it's displayed on mesh, not a terrain using these textures) I don't really understand how that works. but if I understand it correct it isn't possible on a terrain? and is it even possible to add more texture slots inside a .sbx file, because active layers are shown. I want to have more textures in one ".sbx" map file because my terrain is really big Quote Link to comment Share on other sites More sharing options...
wh1sp3r Posted September 8, 2012 Share Posted September 8, 2012 what about texture atlas ? .) Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com Link to comment Share on other sites More sharing options...
GermanLeadBrothers Posted September 10, 2012 Share Posted September 10, 2012 So, its not possible to have more texture layers, right? Quote Link to comment Share on other sites More sharing options...
Josh Posted September 10, 2012 Share Posted September 10, 2012 Up to four texture layers are supported, plus a base texture. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Flexman Posted September 10, 2012 Share Posted September 10, 2012 This is 1 base texture with 1 detail layer. We use a 3rd party terrain editor and bake everything into a single base texture. Max res is 4096x4096 per terrain tile which looses definition when close to the ground so we apply a detail/noise layer over that. This leaves 3 more splat texture layers to play with. It's not the best example just one I had to hand. (Using GROME imported into LE but several programs can generate maps and baselayers) Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
GermanLeadBrothers Posted September 10, 2012 Share Posted September 10, 2012 @Josh: I know it, but i always used all Layers... And i want to have more Layers to make my Island looking much better. 1. The first is the base, this is a sand texture, 2. then i have one with grass, 3. one with brown ground texture 4. and one for the hills, 5. and the last texture is concrete for the city. So, but i want to add more texture layers, to make it looking much better. Please is there any possibility to add more layers? I worked for 3 weeks on my Island and now to make a new one? Please dont let me do this.... I need to start to programm the game.. Quote Link to comment Share on other sites More sharing options...
Josh Posted September 10, 2012 Share Posted September 10, 2012 This is not supported. I have to work within the confines of what the supported hardware allows. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted September 10, 2012 Share Posted September 10, 2012 To clarify, this is just in LE2, right? I thought you mentioned that LE3 will have more. Quote Link to comment Share on other sites More sharing options...
Josh Posted September 10, 2012 Share Posted September 10, 2012 I'm looking to develop a megatexture-like system for terrain in Leadwerks 3, so the whole concept of limited texture layers goes out the window. 4 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted September 11, 2012 Share Posted September 11, 2012 Not sure what that entails but sounds great on the surface. Quote Link to comment Share on other sites More sharing options...
Benton Posted September 11, 2012 Share Posted September 11, 2012 Maybe using a terrain atlas? Megatextures? Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
BES Posted September 12, 2012 Share Posted September 12, 2012 You are talking about something like in that game RAGE using idTech5? .. megatexturing was used performance was pretty bad ..link It wouldn't run very well even on my system..or my previous system.. AMD FX-8150 16gigs ram crossfire HD7870's quad SSD's and AMD 1090T 16gigs ram crossfire HD6950's quad SSD's Even with crossfire enabled ..got some really sad FPS on low settings and lots of terrain glitches ..etc etc .. So I really hope it turns out well.. Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
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