demostenes Posted December 31, 2012 Share Posted December 31, 2012 When exporting splat map (mask for detail textures), It makes in my case file with 8 channels, because I have 8 materials in whole world. Probably exporter is exporting per material and is does not count with using one channel for more materials (on different surfaces): http://img51.imagesh...2748/splatg.jpg Link to comment
necris Posted January 9, 2013 Share Posted January 9, 2013 Sorry for the delay, Demostenes Please, could you explain your issue in detail - what result do you want to achieve? Link to comment
manguste Posted January 10, 2013 Share Posted January 10, 2013 Do you have errors in the console when you add a mask? Since it is most likely the reason it cannot be exported properly. Anyway, can you send us the mask so we can check it? Link to comment
demostenes Posted January 11, 2013 Author Share Posted January 11, 2013 Sorry for the delay, Demostenes Please, could you explain your issue in detail - what result do you want to achieve? Well, result is simple, mask map must have only 4 channels, like on import. I will sent you exported and imported map for comparison, no problem. Link to comment
manguste Posted January 16, 2013 Share Posted January 16, 2013 Jiri, mask export actually works correctly. Since you've got 8 materials, you've got 8 channels in the result, one channel per each material. This way it's much easier to see how detail materials are distributed across the terrain. No material = no value (a black square for the terrain's surface). And surely the mask can be exported back into the engine without any problems. Link to comment
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