It looks like it "almost" but is seam-less tiled at 512x512.Īs road tile files are 512x512 to match the EA terrain a 256x256 piece of the terrain must be cropped then re-sized to 512x512. My Flagstone is a complete remake of a the EA flagstone. your technique as good as mine at this point. so when making changes to an existing terrain or making a new one well. A Psd file (what i like to work in) is 8 bit or 16 bit. Now these Terrain Textures "out of the box" open as dds 32 bit files for me in photoshop by default. ANY spot of a terrain texture in a "chunk" causes an "invisible" "layer" of the terrain texture over the WHOLE "chunk". CAW will now stretch the 1024x1024 "terrain texture" over the whole "chunk" in which we paint that terrain.Įach "Chunk" can only (or should only) have 8 terrain textures stretched over it. When we place a terrain texture into a "layer". Each of these "chunks" are effectively 2048x2048 and each of these terrain textures are 1024x1024. Lets see if i can put all "I *think* I know" into some usable form.ĬAW uses "chunks" to apply a "terrain texture" to the world. This is a thing i am still grasping myself. Moving from one to the other in whole or in part can cause this "bright" or "dark" effect. but a jpg or psd or whatever are 16 bit or 8 bit. that is where the zoom info on the terrain is.Īlso they are 32 bit.
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