Ok, I have selected a given LOD within a set. Lets say the original texture was one of the grass for all the LODs in the given map.
Now, is there a way I can (I assume one would go into vertices mode),
highlite given pink vertices, then apply a different texture to only those
higlighted vertices? Why I ask is as I examine the de-compiled map
for m3l3, I notice that it appears that some LOD's may have a mixture
of lets say, one of the grass textures and then in have a portion that shows up as city_rubble.
Or is it that I am deceiving myself in that the designer put a thin layer of city rubble (made from a simple mesh object) on top of the background
LOD textured with grass.
It just seems like the LODs have been multitextured.
Thanks for any input.
PS. I had tried to highlite some vertices, and apply a different texture with no success.
LOD mesh customizing multiple textures?
Moderator: Moderators
512
512 X 512 is as small as you can go with changing the texture of LOD. But, there are textures that are part grass and part something else. Normally though, you would make a patch mesh and bend it for roads. Patch mesh can be sunk into the terrain and the little triangles of terrain beneath can be made invisible to improve preformance.
Alcoholic and tltrude....
In Alcoholics statement.... the LOD looked like a composite of grass and city street rubble. What I did was decompile the m3l3 map and went to the area....between the first two buildings when the player,captain, and airborne guys enter the town (where the player must attract the attention of the Tiger tank that moves into position and blastes the walls away), and where the machine gun nest is set up on the left hand side of the street where lots of rubble and broken walls are seen........
well I selected the LOD in question that appeared to show grass/rubble mix and made a prefab of it. The loaded the prefab into a new Radiant window to see if it showed up as multiple textures. NO. It only showed
rubble. So evidentally, the grass must have been put in as a simple patch mesh, and then underlayed beneath the rubble LOD or something.
Bottom line is it appears we cannot texture pieces of an LOD by selecting vertice mode, highlighting specific vertices then applying a different texture to the faces in that area of the LOD.
Lastly, I understand the patch mesh application as described, I have been doing that very thing.
thanks guys for the response and help.
cheers
well I selected the LOD in question that appeared to show grass/rubble mix and made a prefab of it. The loaded the prefab into a new Radiant window to see if it showed up as multiple textures. NO. It only showed
rubble. So evidentally, the grass must have been put in as a simple patch mesh, and then underlayed beneath the rubble LOD or something.
Bottom line is it appears we cannot texture pieces of an LOD by selecting vertice mode, highlighting specific vertices then applying a different texture to the faces in that area of the LOD.
Lastly, I understand the patch mesh application as described, I have been doing that very thing.
thanks guys for the response and help.
cheers
grb
Filters
When you are looking at a decompiled map, you can "filter" out stuff under view/filter. So you can have everything filtered except the patches and terrain. Then you can move them around to see how they did it.
