demostenes Posted December 31, 2012 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
necris Posted January 9, 2013 Posted January 9, 2013 Sorry for the delay, Demostenes Please, could you explain your issue in detail - what result do you want to achieve?
manguste Posted January 10, 2013 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?
demostenes Posted January 11, 2013 Author 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.
manguste Posted January 16, 2013 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.
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