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arma2:terrain:l3dt [2012-09-14 09:40] snakeman added rgb color image info. |
arma2:terrain:l3dt [2015-08-22 01:28] snakeman removed obsolete links. |
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Then you get to "Attributes layer" - this is the bit that uses Climates - you can just use "DemoRockGrassSand" to start with... this will generate a layer with different colors for 3 different ground textures... Later on if you want more complex masks you'll need to read the L3DT instructions heavily - then adapt or create a "climate" of your own... | Then you get to "Attributes layer" - this is the bit that uses Climates - you can just use "DemoRockGrassSand" to start with... this will generate a layer with different colors for 3 different ground textures... Later on if you want more complex masks you'll need to read the L3DT instructions heavily - then adapt or create a "climate" of your own... | ||
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- | As a demo of L3DT 3 color output you could check out the [[http://forums.bistudio.com/showpost.php?p=1574684&postcount=1|Falkland Islands Scale Test]] & [[http://forums.bistudio.com/showpost.php?p=1574727&postcount=5|Source Files]] I gave away a while back - that's done exactly as described here - same "climate" - same procedure... | ||
...basically what it does is analyze your height map - decide where sand, rock, grass, etc needs to go - and it draws a map with colors where each of them go... sounds awful like a Mask_lco.... you can use it as one... | ...basically what it does is analyze your height map - decide where sand, rock, grass, etc needs to go - and it draws a map with colors where each of them go... sounds awful like a Mask_lco.... you can use it as one... |