Currently incorporating splatting into the Llama's Continous Terrain based on Test Island
Only issue is that the alpha maps are pre-generated for test island, the ProceduralSplatTextureGenerator will take into effect height ranges for each splat pass. a lightmap is also unavailable for this
Has anyone made any utilities to create alpha maps for splatting which will get a nice and varied selection of alpha maps from heightmaps and maybe some randomness thrown in;
I included an AlphaSplatGenerator class based on the SplatTextureGenerator with my TerrainPass class. Doing this is quite simple though, and is possible to do without AWT so you should probably write one yourself.
Ahh, gotcha.
is it ok to use some of the code for the demo if i keep your name in it.
Ill stick with awt for the moment cause its simple to load/save an image to file, also it makes run time editing easier ( for me anyway )
Has anyone done anywork where for instance river banks are detected
eg.
- decreasing veg one and increasing veg two
- more mud less sand
- bits of erosion to bare rock.
Has anyone done anywork where for instance river banks are detected
eg.
- decreasing veg one and increasing veg two
- more mud less sand
- bits of erosion to bare rock.
This is all quite simple stuff; first you need to resize all your terrain maps to a certain resolution, then you just loop through each pixel, run a function given color values from images, store output in another set of images, etc..
L3DT handles water maps, erosion and alphamaps automatically for you, it doesn't have vegetation though, you might want to check it out.
is it ok to use some of the code for the demo if i keep your name in it.
You can use the code in the demo, yes. It is not released under any license, you may do whatever you want with it.
L3DT looks interesting given you can use an API around the libary, something that may be good longer term for the project im doing.
For the continuos terrain, was hopeing for something a little quicker to implement…
I have a height- and splatmap generator integrated in my ORPG project. I'm not quite sure if it supports height-based splatmap generation yet (may be only slope-based), but I can easily add that. But I'm afraid I don't have the time to isolate the code and make it open source, so it would be somewhat bound to my closed-source (for now) terrain editor.
Would a project to create alpha maps be of interest to anyone.
The idea is isolate a set of rules based on a biome ( jungle, grassland, forest, tundra ).
The biome rules have extra tags which allow the entry of specific rules. These rules would describe what to do on sharp inclines ( bare rock, sparse veg, ice cap) and also on dips and banks ( bogs, lush grass, savannah, sand dune ).
When the rules have been defined, a set of image keys suitable for splatting are kept along with alpha map generation.
Have started breifly on one of these from the work i have done on the Continous Terra.
So - who is up for it,