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 Post subject: Multi-channel Alpha-splatting
PostPosted: Fri Oct 27, 2006 12:56 am 
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Joined: Tue Oct 18, 2005 9:43 pm
Posts: 40
Hey. I have recently been creating alpha-splatting maps for use in Multiverse but it has been rather difficult. They allow 4 alpha-splat maps per actual alpha=splat image. That is, they have 1 map per RGB channel and 1 in the alpha map.

You can see more information about what I mean here:
http://www.bundysoft.com/docs/doku.php? ... 0splatting

Sorry to link a competitors document but it explains clearly what I was after.

I got no idea how hard this would be to implement, but it sure is hard manually putting the different alpha-splatting maps together.


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 Post subject:
PostPosted: Fri Oct 27, 2006 8:21 am 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
Posts: 892
Location: Braunschweig
Well, it is not a big problem to add such a feature.

But, do you think, the "texture splatting indexmap" exporter could solve it even better? With that format, you can code up to 256 textures (as pallet index) in one bitmap file.


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 Post subject:
PostPosted: Sat Oct 28, 2006 9:52 am 
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Joined: Tue Oct 18, 2005 9:43 pm
Posts: 40
I tried exporting using that feature and all I got was a black image. I probably done it wrong. Been under a lot of stress with exams and bringing my team together. I will take another look tomorrow and hopefully that will solve my problem

Thanks,
Andrew.


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 Post subject:
PostPosted: Sat Oct 28, 2006 12:00 pm 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
Posts: 892
Location: Braunschweig
Well, if you only have a few (lets say 4) textures, the image is almost black, as it will be displayed in grayscale values from (0,0,0) for the first texture to (3,3,3) for the fourth texture.


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