Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: USRanger on May 12, 2012, 03:39:07 PM
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(http://img688.imageshack.us/img688/3410/ntt1005.jpg) (http://imageshack.us/photo/my-images/688/ntt1005.jpg/)
I made custom clutter tiles for my last terrain where the trees line up perfectly on top of the trees in the terrain texture in the OE, making it look very realistic, instead of trees & barns popping up all over where they wouldn't be in RL. When I put the new clutter tile in my terrain in the TE, the clutter is shifted over about a third of a mile from where it should be, so instead of having a line of trees directly over the line of trees in the texture, they are in the middle of the field, which is exactly what I was trying to fix by not using the default clutter. Anyone ever did the same & had success?
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sorry about the off topic comment but I'm curious, that that a in game/editor screenshot? that is REALLY impressive
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It's my WW1front terrain. We used it in the AvA last month.
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For those who don't know, the 512x512 textures cover a 2 mile x 2 mile area.
Ranger, the problem is that the center 256x256 bits cover a single Cell, with the 128 bit border handling half Cells in every direction. I think you know what I mean.
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Roger Easy, thank you. That just made things much more difficult. I see lots of trial & error (to get it looking perfect) in my future.
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You do realize the texture is stretched over 2 miles? And the clutter is 1 mile?
HiTech
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Yes sir. I just really wish I could figure out a way to make them match up (You sure made it difficult! :) ) Terrain textures look soo much better when the clutter matches them.
:salute
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Yes sir. I just really wish I could figure out a way to make them match up (You sure made it difficult! :) ) Terrain textures look soo much better when the clutter matches them.
:salute
There may be a way to do it, if you used 4 terrain types with the identical texture, but each with a different object overlay for each of the quadrants of the texture.
HiTech
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Here ya go Ranger, I meant to upload it earlier, this helped me while I was working on tiles.
(http://members.dslextreme.com/users/easyscor/images/ntt0001.bmp)
You already know how to use it. It isn't perfect, but it'll get you started, gl.
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Thank you HT & Easy. I appreciate the help on this. :salute
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Using Easy's chart above, I believe I've come up with a method (while in the shower :lol ) that will give the desired results. I still need to test it, but if it works like I think it will, I'll post a tutorial with pictures on how to do it, in case anyone else would like to do the same to their terrain(s) in the future. :salute
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That would be great Ranger!!! I would appreciate it. Also is there a link to a thread on how to use that chart easy posted?
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That would be great Ranger!!! I would appreciate it. Also is there a link to a thread on how to use that chart easy posted?
Save Image As... it should save as ntt0001.bmp. Drop it into your texsrc folder and enjoy.
Use Export Textures from the Elevation tab for other texture examples.
Have fun
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The single bump map for an entire family of ground textures, along with trying to match ground clutter, make discovery of the mapping method important. Thus the reason for the bitmap I posted above.
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Save Image As... it should save as ntt0001.bmp. Drop it into your texsrc folder and enjoy.
Use Export Textures from the Elevation tab for other texture examples.
Have fun
Thanks for the info.. Now I just have to figure out what fun I am having.. :x
Info overload.. must.. .sort... through... :O
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LOL
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Easy, 98% of the community has no idea what the chart means or how to use it. I think that's what he was asking. Care to explain to the masses? I will if you don't have time.
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I'm good for you to explain it, I'm working on a GIMP 2.8 Clipboard Map tutorial.