I think that screenshot shows something I'm seeing in my custom object as well. Although I'm no where near done with it, at some distances, my textures are being changed in unexpected ways. I can't say for sure it's the same thing, but my bridge deck (still under construction) looks terribly shinny sometimes. It goes through a sandy texture and color instead of the stone texture it's supposed to have, to stone, to almost white, to almost black, and back to white and finally sandy again. At one point as I fly away, it flashes, alternating between black(?) and white(?). At only the closest point did the proper texture show from a plane. Close up in a GV of course, all was well.
The object editor built your custom objects? I had not tested it.
Also the texture stuff has changed.
Aces High Texture files.
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Aces high now uses a pair of textures for all texturing. In this example our texture name is MYNAME and the 2nd texture created will be MYNAME_NEP (NEP for Normal Env Power)
This set of textures has 8 channels that can be used for different purposes.
The first RGB of a pair are the diffuse channel. Below are described the names, not all of which can be used at once.
The 8 channels in the document are named R0 G0 B0 A0 for the first texture
and R1 G1 B1 and A1 for the 2nd texture
Channels Red Green Blue Alpha
Primary Diffuse Red Green Blue Spec or alpha
Primary NEP Normal.X Normal.y Env Or Detail Power or Spec
the texture maker looks for all files based from the root name MYNAME
MYNAME.bmp diffuse channels R0 G0 B0
MYNAME_A.bmp if present will always go to A0
MYNAME_S.bmp will be mapped to A0 or A1 depending on alphas present.
MYNAME_E.bmp Will be mapped to B1
MYNAME_P.bmp Will be mapped to A1 but can not be used if alpha is present
MYNAME_N.bmp Always mapped to R1 G1 channels for a normal map.
MYNAME_B.bmp Is a height map that is automatically converted to the MYNAME_N
MYNAME_D.bmp Is a detail map for terrain/ground and is put in channel B1
Channels can also be none descriptive and named _R0 _G0 _B0 _A0 _R1 _G1 _B1 _A1
The system will not know how to use these names and must be special purpose textures such as terrains.
[b][center]TERRAIN SETS.[/center][/b]
Terrain sets (TERRSET00.RES) consist of the
1. textures you see on the ground,
2. ground clutter definition file
3. Trees and other non damageable objects. (NOTE these will be selectable by users and placed, but do to copy write issues they will not be replaceable or extractable).
4. Tile tree placement files.
5. Special textures that replace default object files such as the terrain diffuse on a square air field.
As example terrset01.res contains textures that replace towns and airfield diffuse texture sets.
When ever the system looks for a texture it will search resources in the following order.
Terrain.res
Terrsetxx.res
Htc created terrset that was set as default of the user created terrsetxx.res (Still needs to be written)
And finally stdshape.res.
TEXTURES
The terrset is made up of 6 textures.
atlas0 (16 texture atlas of the small type each is 508 x 508)
atlas0_NEP
atlas1 (4 texture atlas of the large type each is 1016 x 1016)
atlas1_NEP
terrdet_NEP (16 texture atlas that are used for detail lighting / surface type of terrain 508x508)
objdet_NEP (16 texture atlas that are used for detail lighting / surface type of terrain 508x508)
To create atlas a 4 text files are read atlas0.txt and atlas1.txt terrdet.txt and objdet.txt
for atlas0 and atlas1 the channels are as follows.
Channel Red Green Blue Alpha
ATLAS0 DiffuseR DiffuseG DiffuseB Detail Type Times 16 i.e. type 0 is 0 1=16 ... 15 = 240
ATLAS0_NEP Normal.x Normal.y Spec (Not used)
Detail textures
terrdet_NEP Normal.x Normal.y BrightNess Spec
NOTE: In Detail textures Bightness should be 128 for no change in brightness and then brightend and dimmed
but texture should be normalized so that no change is aparent as you move out.
Brightness should be named XXXXX_B1 (i.e blue 1) and spec named XXXX_A1 (alpha 1)
Here is our atlas0.txt file
_____________________________
___________
atlas,C:\art\ah2\stdtexnew\atlas\terrset00
512,ImageSize
4,ChannelCnt
4,rows
4,cols
../508/sand.bmp
../508/dunes.bmp
../508/dryscrub.bmp
../508/drygrass.bmp
../508/erosiongrass.bmp
../508/grass1.bmp
../508/decidforest.bmp
../508/grassfeild0.bmp
../508/grassfeilds.bmp
../508/roughgrass.bmp
../508/pineforest.bmp
../508/highmeadow.bmp
../508/rockgrass.bmp
../508/rock.bmp
../508/rocksnow.bmp
../508/snow.bmp
_____________________________
_______________________
the first line consts of opertion to perform and output folder
the 2nd line is atlas image size (note the 508 is expanded to 512 with gutters).
the next line
4,Channel cnt must always be this way for you uses.
the ../508/sand.bmp are the bitmaps that will be used in the atlas these are your tile types.
There is nothing specail about the../508/sand.bmp path, it is simply how we have our system set up.
and here is a 4 texture atlas for atlas1
atlas,C:\art\ah2\stdtexnew\atlas\terrset00
1024,ImageSize
4,ChannelCnt
2,rows
2,cols
../1016/farm1.bmp
../1016/farm2.bmp
../1016/farm3.bmp
../1016/village.bmp
I may at later (as time permits) include the setup of these atlas in the terrain editor
terrdet and objdet are set up the same as atlas0.txt
Also I have included a sample of the different files for terrain textures.
HiTech
P.S. if some one can write this more understandable and post , i'll get it in our system for later releases.
Also the terrain editor is not set up to read user terr sets at this point.