i dont know what decal doodads are, but ill try it
however
since the map is going to be a third person camera over the shoulder map, all that drawn doodads will lead to more unnecessary lag compared to just drawing all the lines on the terrain itself?
i want to refrain from using doodads as much as possible to do this (i could even make some 3ds max basic shapes and textures and import them)
because then i would need to put a TON of doodads to draw all the lines (like over 300 doodads ?) and that would cause lag for that kinda of camera
if it was a top down default camera map, i would go doodad crazy with thousands of doodads lol....
because then i would need to put a TON of doodads to draw all the lines (like over 300 doodads ?) and that would cause lag for that kinda of camera
300? Bitch please. The new Income Wars terrain has about 1200. I doubt your camera settings are so much worse that 300 will cause any lag. Why now throw down 300 of them willy nilly and simply try it?
Additionally, keep in mind you can easily make decals longer and wider. Their reaction to light will likely be more realistic and it'll save you a texture spot.
I think meshes (including terrain) are darker than they supposed to be because graphical engine needs a reserve of brighteness for the reflections, which are genuinely white if specular map is white. So, if you want a pure white terrain, you can try to use emission.
Another possibility - to use decals with some white emission. One little decal can be stretched to cover the whole map.
Example, a decal with white32.dds as diffuse and emissive maps, and with 0.7 emissive multiplier.
Then, you can place other decals above the white one to paint what you need.
Just dropped a bunch of decals out and test document, Decals dont seem to cause lag as much as I would have thought for a 3rd person camera + long farclip
Going to mess around with emission, the decals, diffuse and emissive maps and emissive multipliers
btw..Zolden...nice cleavage in that ground decal lol
I want a pure white ground texture that looks in-game the same as (basically how a blank picture with white background looks like in PS or gimp)
if i import a blank white picture in as a ground texture it looks really gray
how to get a bright pure white texture ingame?
@HatsuneMikuMegurine: Go
Not sure if this is actually your issue, but don't forget that your map's lighting can affect the appearance of your ground textures.
@MasterWrath: Go
Yes lighting can affect it, i just want pure white texture no matter any light conditions
basically i just want a pure white texture that i can draw lines on the ground for tennis courts/basketball courts etc
Why not just use decal doodads?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
i dont know what decal doodads are, but ill try it
however
since the map is going to be a third person camera over the shoulder map, all that drawn doodads will lead to more unnecessary lag compared to just drawing all the lines on the terrain itself?
i want to refrain from using doodads as much as possible to do this (i could even make some 3ds max basic shapes and textures and import them)
because then i would need to put a TON of doodads to draw all the lines (like over 300 doodads ?) and that would cause lag for that kinda of camera
if it was a top down default camera map, i would go doodad crazy with thousands of doodads lol....
300? Bitch please. The new Income Wars terrain has about 1200. I doubt your camera settings are so much worse that 300 will cause any lag. Why now throw down 300 of them willy nilly and simply try it?
Additionally, keep in mind you can easily make decals longer and wider. Their reaction to light will likely be more realistic and it'll save you a texture spot.
I think meshes (including terrain) are darker than they supposed to be because graphical engine needs a reserve of brighteness for the reflections, which are genuinely white if specular map is white. So, if you want a pure white terrain, you can try to use emission.
Another possibility - to use decals with some white emission. One little decal can be stretched to cover the whole map.
Example, a decal with white32.dds as diffuse and emissive maps, and with 0.7 emissive multiplier.
Then, you can place other decals above the white one to paint what you need.
Thanks for the suggestions guys!
Just dropped a bunch of decals out and test document, Decals dont seem to cause lag as much as I would have thought for a 3rd person camera + long farclip
Going to mess around with emission, the decals, diffuse and emissive maps and emissive multipliers
btw..Zolden...nice cleavage in that ground decal lol
@Zolden: Go
You truly know the meaning of TITS or GTFO! :D +1 for you
@Zolden: Go
Those suspiciously familiar looking mounds are just one step away from recreating pornRPG from WC3. Still, what model did you use for both?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Both are decal_00.m3 with slightly modified material.