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Terrain texture cutoff

Posted: Fri Jun 17, 2011 2:46 am
by MrMuffins
Don't want to come out as being needy or something, most things can be found using search but I found only one thread somewhat similar to my problem:
viewtopic.php?f=27&t=8582

Most noticeably:
where those 3 textures are blended the 2 top ones will have a hard edge and not blend ingame.
Well I have my map all set, units, spawns, cps, sky..
Although the map itself is pretty basic, the texturing on the ground is what makes it really shine IMO.
However since this doing, I ran into texture cutoffs. Now they don't happen in ZE, but IG they are really annoying and make the map look bad..

Heres an example SS:
Hidden/Spoiler:
Image
Where it "should" blend normally, it cuts off completely. This happens at random spots around the map.
After reading the above quote, I knew I had spots they had about 3-4 textures ontop of eachother.

After painstakingly going through the spots that had troubles (only about a few), munging, checking, redoing, etc..
I had about a few that were fixed, and some more that didn't change.

After awhile I just said screw it, and decided to remove ALL terrain grass I had. (the default yavin one and it covered the entire map)
since I knew I had in some spots: (where ^ is diff texture)
^
^
^
^-just the grass

So I ended up with around two textures ontop max around (like the SS above)
filled in missing spots and made sure not to go over.

Munged, went in game, and wow, everything looked awesome.

Oh wait, almost nothing changed and even more appared making the map EVEN more worse.
(The SS above is actually the after effect. A simple "grass" and "dirt" texture and it messes up here where before it didn't.)

Now I made a backup of course, but was not expecting such problems.

Perhaps theres something I missed in the tutorial or the faqs but I tried searching but failed (maybe I'm a bad search term user idk)
Also pretty much read all the link there and don't vaguely remember this being mentioned.

If anyone has any idea what this is/how to solve I will ever be so grateful and my map will thank you too..
p.s. sorry for the long post, once I start typin' I tend to not stop :/

Re: Terrain texture cutoff

Posted: Fri Jun 17, 2011 3:01 am
by AQT
If I am understanding you correctly, the problem is simply your terrain has no more than two textures occupying a given single spot, yet you still have the issue shown in the screenshot you posted. Is this correct? Sorry, but your explanation was so convoluted. Can you please post a screenshot of your map in ZE's texture mode, showing the texture tile panel on right hand side of the window, as well?

Re: Terrain texture cutoff

Posted: Fri Jun 17, 2011 3:23 am
by MrMuffins
AQT wrote:If I am understanding you correctly, the problem is simply your terrain has no more than two textures occupying a given single spot, yet you still have the issue shown in the screenshot you posted. Is this correct? Sorry, but your explanation was so convoluted. Can you please post a screenshot of your map in ZE's texture mode, showing the texture tile panel on right hand side of the window, as well?
Yes, this is whats happening. In fact it was working before I 'redid' the grass.
Hidden/Spoiler:
Image

Re: Terrain texture cutoff

Posted: Fri Jun 17, 2011 3:37 am
by AQT
You are sure only two textures occupy that area? What about the other 11 textures? Try removing the textures from the tiles that aren't being used. Is this the default terrain, or have you created new terrain? If it is the default, texture tiles 0 through 3 should already cover/be designated to certain areas of the terrain and cannot be undone without creating new terrain. Try cleaning and then munging again.

Re: Terrain texture cutoff

Posted: Fri Jun 17, 2011 3:51 am
by MrMuffins
You are sure only two textures occupy that area?
Yes, all it was is grass > dirt.
What about the other 11 textures?
The other 11 are just like this one, like mountain color on hill > grass at bottom.
Try removing the textures from the tiles that aren't being used.
All textures are being used.(its a complicated map)
Is this the default terrain, or have you created new terrain?
If it is the default, texture tiles 0 through 3 should already cover/be designated to certain areas of the terrain and cannot be undone without creating new terrain.
A new generated terrain.
Try cleaning and then munging again.
Clean/Munge Manual Clean etc.. has no effect. Everything remains the same.

Re: Terrain texture cutoff

Posted: Fri Jun 17, 2011 4:05 am
by AQT
I highly doubt this is some kind of "special case."
MrMuffins wrote:All textures are being used.(its a complicated map)
MrMuffins wrote:
AQT wrote:You are sure only two textures occupy that area?
Yes, all it was is grass > dirt.
Let me reword that a bit: Are you sure you're only using two texture tiles in that area? As in the "same grass" and the "same dirt"? Because it seems you're using the exact (or just an exact copy?) same texture for several tiles in some cases. If it would help, can you please explain the complexity of your map, specifically the terrain textures?

Re: Terrain texture cutoff

Posted: Fri Jun 17, 2011 4:53 am
by MrMuffins
Hidden/Spoiler:
ok well One texture is the grass, and it covers areas nothing else is covering.

Then I have the dirt, which covers certain areas, like the above SS, is actually a crashed gunship.
The dirt is also used for a roadway, in the sense where most people walk on it, it turned to dirt.

I have some structures that use the mygeeto ground to make it look like solid rock ground.

Its an frontal assualted map, so the front of the map has a grass texture with explosive marks on it, to show the battle scars.
dirty version of the mygeeto ground for battle scars aswell.

The kasseyyy(however you spell it) mountain textures for..mountain.

A leaf texture to show forested ground where foliage is.

A rock texture for a formation of rocks and stuff.

Wooden texture for a outpost on a mountain.

Broken tree branches for the forest part again.
All of it looks quite good together on the map, if it'd work :/

Also I forgot to mention, even when I was first making this map, I had down about three textures only and even then it did it.
So I don't think its the amount I have.

EDIT:
Hidden/Spoiler:
Image
:/

Even attempted a complete overhaul of all the textures, it still failed. It seems rather random. Something like the program corrupting it?

Re: Terrain texture cutoff

Posted: Sat Jun 18, 2011 1:21 pm
by CressAlbane
Since you have a backup, try painting over ALL of the terrain with one texture. Then apply ONE other texture in other areas. See if the problem is still occuring.

Re: Terrain texture cutoff

Posted: Sat Jun 18, 2011 2:06 pm
by MrMuffins
CressAlbane wrote:Since you have a backup, try painting over ALL of the terrain with one texture. Then apply ONE other texture in other areas. See if the problem is still occuring.
I forgot to post that.
I did just that. I painted in the grass, munged, play, then did the second layer etc..
Until I found a cutoff area, and attempted fixing. Until it went on a rampage and whole sections were missing. And then it wasn't even that, it was like the above image, its like the texture doesn't like to be painted there, but before it had no problem being there..
If you get what I mean. |:

Re: Terrain texture cutoff

Posted: Sat Jun 18, 2011 3:15 pm
by CressAlbane
try deleting all of your texture layers except one. (The ones on the right side when painting)
Then, paint that one over everything, munge, and test the level.

Re: Terrain texture cutoff

Posted: Sat Jun 18, 2011 11:15 pm
by MrMuffins
Ok did that, everything worked out like it should..
The ground had no cutoffs or anything.

But it also couldn't of been the amount, cause like I said earlier, I started out and added about two and it had issues..

Could it be the blend tool? Cause I like to use the "circular"(cone) one, to give it more of a look rather then the boxy one.

EDIT:

Nope cutoffs remained..
Its like once theres a cutoff, it stays there. Even if I remove all the textures and redo it, there will just be different spots that have this cutoff.. :/

Re: Terrain texture cutoff

Posted: Mon Jun 20, 2011 2:00 pm
by CressAlbane
I think the problem involves blending and the fact that you have mor e than 2 (3?) textures blended together. I used to have this problem all the time.
I think you need to use fewer texture layers. One solution is to "combine" some of the textures by making a new texture with attributes of the two you wanted to blend together. Sorry I can't give any more concrete help...

Re: Terrain texture cutoff

Posted: Thu Jun 23, 2011 1:47 am
by MrMuffins
Gonna try that (blending two together)
However as I noted above before, redoing everything without going over the 2 textures, it still results in a mess.
Since I kinda thought it might be the editor, I wanted to try it out on my (now zero runtime error fixed) desktop but everything stayed the same :/

Could it be the layers that are messing it up? I tend to add an object/do the ground text + height and I tend to go back and forth between the [base] and conquest at one time.
From my understanding base -> all modes. other -> just that mode.
So if did stuff on the base layer, then did other on the conquest, it would count it as differently? (just for the textures)
Going to have to try messing around with it later on..

Re: Terrain texture cutoff

Posted: Thu Jun 23, 2011 3:27 am
by sim-al2
Layers don't apply for ground textures, height and other terrain properties.

Base is indeed loaded in all game modes, other layers are loaded in the LUA and allows different map setups for CTF, Conquest, and Hunt for example.

Re: Terrain texture cutoff

Posted: Thu Jun 23, 2011 5:58 am
by Teancum
They're talking about texture layers, not object layers.

There's actually a maximum number of texture layers you can have before you start seeing that stuff. Dunno what it is though. I found the issue while converting maps to the Xbox. You can try adding the following to your [mapID].ter.option file (make one if you don't already have one).

-maxlayers [insert number here]

For instance:

-maxlayers 17

Doesn't always help though.

Re: Terrain texture cutoff

Posted: Thu Jun 23, 2011 6:50 am
by MrMuffins
Teancum wrote:They're talking about texture layers, not object layers.

There's actually a maximum number of texture layers you can have before you start seeing that stuff. Dunno what it is though. I found the issue while converting maps to the Xbox. You can try adding the following to your [mapID].ter.option file (make one if you don't already have one).

-maxlayers [insert number here]

For instance:

-maxlayers 17

Doesn't always help though.
Yep, actually searched for that and tried it out. No success.

"a maximum number of texture layers "
Even when I started first on my map and only had three texture layers it did it on a certain spot.
(Despite redoing the entire map again, that one spot was still messed up)

This is the spot I'm talking about:
Hidden/Spoiler:
Image
Even when I only had down the grass + mygeeto texture, it cutted off here. I didn't mind much as I was too busy with the rest of the map, figuring it'd be a simple fixable bug i'd just look up here..

This was when I was removing the grass that was underneath other textures.
Hidden/Spoiler:
Image
Before it was just like in zero editor, now however, since removing that grass tex, it cutoff in game and no matter what I do now it remains like that.