Hi, I want to document my process of working on the map and meshes in this thread. Hopefully, it will be helpful to other people, too. I'm mainly doing this, because I find it hard sometimes to understand why something isn't working in my map. Perhaps you guys know some - if not all - of the answers.
I'm post a few screens of the map I've been working on since Friday. Two days alone, I've been texturing the detail terrain and have just finished today. There are a few blending issues I'd like to talk about, too. So here is my first map (terrain only):
[Blocked Image: http://i249.photobucket.com/albums/gg217/MaBo123/111110_the-beach.jpg]
[Blocked Image: http://i249.photobucket.com/albums/gg217/MaBo123/111110_king_of_the_hill.jpg]
[Blocked Image: http://i249.photobucket.com/albums/gg217/MaBo123/111110_cliffside.jpg]
QUESTIONS
Issue: texture blending
I made a custom texture for sand, used the CryTif export for Diffuse with highpass and made a Bumpmap. Then I copied the gras material (gras_05) into Custom Materials and tweaked the settings. I use the Brush Hardness in Layer Painter at 0, but I still get the diffuse painted. This results in some ugly transitions/seams between the textures, which I need to fix first, before going into dressing the map. (concerns only Beach + Gras/Mud Blending)
[Blocked Image: http://i249.photobucket.com/albums/gg217/MaBo123/111110_issues_sand.jpg]
If somebody knows why I can still see the diffuse aspect of the texture, please let me know. I'll get into texturing and custom materials myself some more, in the future.
Texture Hole Detection
Is there any way to have Sandbox detect "holes" in the detail texture? I got a lot of spots that are not entirely opaque and I can still see the checkerboard through. I got most of them done by now, but going across the map, inch by inch, looking for errors, seems a bit tedious for the future. Would be cool to be able to jump from gap to gap and fix it.