Mesh Terrain Editor V1.0
Community Forums/Showcase/Mesh Terrain Editor V1.0
| ||
Just a screenshot of my texture splatter terrain editor - allows you to use up to 8 texture layers, a number of brushes, autotexture based on slope, lightmapping and vertex color painting ![]() |
| ||
Looks pretty good :o) Can you import your own mesh to paint? Or do you have to use a heightmap, or rect shaped terrain? |
| ||
This looks very good! Well done! ;) |
| ||
Great! Hand it over then. |
| ||
PUKI! Where have you been? You've been gone 'soooooooo' long. Anyways, nice to see you back :) The Mighty WALNUT(Lord Of Nuts) |
| ||
His mom posted bail? hahah |
| ||
Thanks, Ross, currently it uses heightmaps (exports them as well) but I may add the option of importing your own mesh I am working on an .x export and have figured out how to save the texture scale , but alpha is eluding me, I can save the vertex alpha but not the brush FX (32+2) which enables vertex alpha.... any ideas ? |
| ||
You're probably gonna need to export to .B3D in order to enable vertex alpha. |
| ||
Already have a b3d export working, had hoped to export to .x to make it useful to people using other languages/engines, haven't had any luck finding a flag etc. in the .x format to enable vertex alpha although the format seems to support it |
| ||
I wrote an X exporter for my ted, its in the sticky thread in the B3D forum. It stores alpha values for vertexes but is useless in most programs as it is not processed when loading. |
| ||
Thanks Dan, actually I am using your code be it somewhat modified, I assumed TED could save .x and utilized vertex alpha & hoped there was a flag in .x models which enabled it... I guess not then ? |