View Full Version : We can use our own textures!
31st Aug 09, 5:51 AM
Well I think I've found the layers finally and how they are build.
In Gameassets\archives\gameartenvironmenttextures\layers\*type*\*texture 1 name*\type2\*texture name 2\cubemap.dds
*type is a generic name for the texture type
texture 1 - the name of the first texture in the layer (ground)
texture 2 - the name of the second texture (cliff)
The cubemap itself is interesting. It's a composite dds with all the necessary textures already in place.
It's 4096*512 pixels large and has an alphamap.
Each of the textures is 640*512 pixels large.
I presume they go in this order.
Ground|Cliff|Ground normal maps|Cliff normal maps|Ground light map|Cliff Lightmap|Small black area.
The first two are clear, the latter four not so much. I'm sure someone else can can confirm my theory.
Best of all it works in the editor. Have to yet test it in game though.
Cubemap image is just a link, as I don't have a thumbmail for that
31st Aug 09, 9:59 AM
I hope it works out in the long run because this mean i can finally make a snow map but in the mean time...
I LOVE YOU KITTY
I hope it works for me
31st Aug 09, 11:13 AM
Got things to report
So first of all, it works in GAME! - with dev mode, not tried any map sga yet with it.
Secondly the types are not just a classification thing.
It seems that the number of predefined ones also each have their own desctruction decals.
I.e. an example result of an eldar plasma grenade. The terrain deformation most likely happens (you can see the cover result from it), will check it out in more detail, but the the explosion crater decal does not.
This is due to my texture being in
When I changed crystal to dirt, I got the normal crater.
This means that if I want to create a completely custom tileset (doable :)) I'll also have to check out the various explosion decals and create crystal copies of them as well.
Further issue is, I didn't have a really rightsized image so there's visible edges from the cubemap I made. But that's a laughable error that I can easily fix.
So in the end - YAY it works
31st Aug 09, 1:22 PM
Cool, nice find. Will be interesting to see if it can all be packaged together nicely for easy distribution to others.
And I'll confirm your theory of...
'Ground (Diffuse Map) | Cliff (Diffuse Map) | Ground (Normal Map) | Cliff (Normal Map) | Ground (Specularity Map) | Cliff (Specularity Map) | Small black area (just filler cause these maps aren't as wide as other maps, most likely)'
31st Aug 09, 1:54 PM
Thanks for confirmation.
To be honest I'm actually kinda sad that there doesn't seem to be a reflection map as well. Unless the spec map works as one as well.
1st Sep 09, 7:01 AM
The spec map won't work as a reflection map unfortunately. The spec map will give you highlighs and 'hotspot' reflections from lighting.
Also, if you think about it, most ground surfaces don't reflect very well - except for ice, which is what I assume you want for your snow map :P
1st Sep 09, 8:15 AM
Actually I was thinking of something along the lines of polished lava glass or similar glassy surfaces.
Well too bad that won't work.
Now to figure out how to get craters for custom tilesets (one could use the existing categories, but I'm afraid the craters might not fit so terribly well)
I'd love to shoot who devised the texture system. Got a few updates
a) It seems only eldar_plasma grenade is affected by a lack of crater on a different tileset. I believe all the marine abilities use a generic one on all. Gee awesome
b) The layer sized are all wrong.
While the texture area is indeed 640x512 pixels the actual area is not.
The first 19pixels on each side are mere padding and the actual texture is 512x512 pixels large. If your repeat pattern goes beyond it, you're boned.
c) The alpamap seems to work in reverse for the normal map. Complete white alpha seems to ingnore the normal map and give you an extremely painfully bright texture.
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