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. Done! Remember to press ctrl+s to save this blank state. Choose your desired resolution tile size (33x33 is the standard) Things are probably looking really weird, go toheightmap resolution (shortcut 4) and then press the repack button on the top-bar.Start game with launch option -mapeditor, as the previous change might be too volatile to do from the games console.Fill the bmp with a block of #292929 grey if you want it flat just above water level, #000000 if you want everything at the bottom of the ocean as a base.
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