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3 Dimensional Chat / matrices

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Jurgen
22
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Joined: 3rd Mar 2003
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Posted: 3rd Mar 2004 16:39 Edited at: 3rd Mar 2004 16:41
Hi there, I've been very buy with school and now decided to make more time to program again...

I was just wondering how it is possible to multi texture a matrix. I allready created this piece of code that can make a sort of hightmap from an image to a terrain (matrix). Imagine a flat matrix, now this matrix is pulled from above to form a slight hill in the middle. I know multitexturing is possible, but how should I texture the hill with dry grass (for example) and the rest with normal grass without everyone being able to see it's tiled? You would need some sort of shading for the two textures when the hill begins....

Those are all just words without one line of code... if anyone has made a multi-texture-matrix-system before, please help me

thank you
jurgen

"Only when all the seas are poisened, only when all the trees have been cut only when all the animals are killed, people will understand that money can't be eaten..."
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 3rd Mar 2004 18:20
Look at me website and grab VANtrans, it'll take 2 textures and create 16 new textures that are transitions. You can then texture the matrix with these tiles so that the textures blend into each other. You'll need 2 x tileable 128x128 textures. I like to have 64 textures in a 1024x1024 image - VANtrans exports a single 512x512 textures, so there's lots of room for transitions and extra detail tiles to help break up the samey texture over large areas.

There are other non-matrice methods in the pipeline, but they all involve memblocks, DBPro, and a couple of years coding experience.


Van-B


The nature of Monkey was irrepressible!.
Jurgen
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Posted: 3rd Mar 2004 19:55 Edited at: 3rd Mar 2004 20:04
well, I've been programming since I was 11 (that's allmost 5 years now), I have dbpro but have no understanding of memblocks...

thanks anyway, I'll look at your site, your program may be just the thing for me.

[EDIT]
If it's not too much trouble, could you explain to me how you created your program vantrans? It is a clear example of what I intended, it would help me alot... thanks in advance (getting excited!!!)

jurgen

"Only when all the seas are poisened, only when all the trees have been cut only when all the animals are killed, people will understand that money can't be eaten..."
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 3rd Mar 2004 20:45
What were you programming in before? If it was C, just think of memblocks as a malloced section of memory that you can read and write to.
--
TAZ

Van B
Moderator
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 4th Mar 2004 10:54
VANtrans uses a 512x512 greyscale mask (a mask is just a bitmap files, try loading one up in your art package), so on each pixel you have a value between 0 and 255, I just use that to mix between the pixels on each texture. Each texture is 128x128, so there's a 4x4 grid of transitions on a mask image. I did it this way so that it was totally customisable, notice that some of the masks have textures through them to add a bit of character to the usual smooth gradients.

I released the source for VANtrans ages ago, if you like I could upload it again. I'm planning on releasing the source to VANseam too, might do that at the same time.


Van-B


The nature of Monkey was irrepressible!.
Jurgen
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Posted: 4th Mar 2004 22:26
WOW, that would be great, really...
please send a copy of the code that acctually mixes two bitmaps together to [email protected]

thanks again, jurgen

"Only when all the seas are poisened, only when all the trees have been cut only when all the animals are killed, people will understand that money can't be eaten..."

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