Gonna start this thread for the Terrain Editor. if you have any use questions post them here.
Note: Some of the instructions could change / folder locations moved, ect.. throughout the alpha.
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Been working on the custom terrain tiles, it should all be working for the next release.
Here is a sample set that can be used as the starting point.
In the terrset00 folder there are 4 .txt files.
These files define the inputs for the atlases to be made.
For the sample we have all the bmp in a texsrc folder, but they can be anywhere. But I would suggest you maintain this structure.
When we name ours we give the bmp meaningful names like dryshrub or farm1 excreta. These simply need to be put in the atlas.txt files. For the example I simply named them according to there Type #.
Also when you lay them out keep transitions in mind. When you have a type 2 and a type 10 next to each other the terrain will transition threw 8 different terrain types. So it is best to keep similar types next to each other.
You can include multiple terrain sets in each terrain.
The sizes and type of format used for each file must be maintained.
The basic extensions are _a0 terrain detail type. _n normal map, and _b1 is the spec channel.
then any file with the clutter in the name defines where ground clutter lays on the tiles.
When the terrain editor starts it puts all these into 4 atlas files. They are then saved in the terrsetxx folder.
The object editor will also supports opening these files bmp files, and you can create tree layouts for the tile which are put into other folders under terrsetXX.
HiTech
http://downloads.hitechcreations.com/terrset00.zip/***************************************************************************************/
This is all the source texture files for the terrain release terrain sets
It also includes the detail textures and all corresponding atlas.txt files.
To modify detail atlases put the objdet.txt or the terrdet.txt in the terrsetxx folder and change the names of each texture.
the detail textures do not have a diffuse channel the have a normal map _N ,_A1 Specular and _B1 is a lighting detail grey 129 is no change less the 128 is darken greater the 128 is brighten.
http://downloads.hitechcreations.com/htcterrsets.zipInstructions on terrain tiles.
http://bbs.hitechcreations.com/waffle/terredit.pdfHiTech