land textures missing in cells after region generation

Post » Sat Feb 19, 2011 11:05 am

After waiting days for my computer to generate one large region over an island i created, Ive decided to just cover it with multiple small regions to speed things up. This works, but now for some reason cells, or in some cases half of cells, are completely missing my main grass texture after the region is generated. Shadows are painted in these cells, dead leave textures appear around the bases of trees, yet the main summer grass texture is completely absent. The cells where this occurs don't have too many textures, the quads usually only have 2-3 in them. I have noticed however that these cells tend to be on the border of each small region. Any fix for this? Thanks in advance and any help will be much appreciated!

pic - [img]http://www.majhost.com/gallery/DookieTheArtist/UT2004/texturesnotloading.jpg[/img]
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Kaylee Campbell
 
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Post » Sat Feb 19, 2011 3:00 am

If you zoom in on the borders of the regions in the region editor you will notice that the borders do not completely enclose these cells. The cells are divided into quads (quarter of a cell), so if your border only passes through, say, the corner of the cell, only that quad will be painted with those textures. To paint the whole cell, the border has to completely enclose all four quads. This means that, since your regions butt up against each other, you will often have texture issues along the borders: either you won't include enough of the cell to paint all four quads or you will overlap into the next cell (with its own region data) and the generator will have to decide which textures to paint. Aside from very careful border placement, there is no way to avoid this issue (and if you use diagonal lines anywhere in your region--as most regions do--it is impossible to avoid). That's just one of the limitations of using the region generator.

At this point, there is probably no advantage in going back and re-generating your regions (glad it finally completed for you, btw :D ). Your best option is to tweak these problem cells by hand using the landscape editor. In any case, since they're transition areas, you'll probably want to control the transition by blending textures and object spawns. Everyone who uses region generation goes through this as part of the process. Have fun!

Object references (rocks, trees, etc.) don't suffer from this cell quad behavior, btw. The generator calculates objects based on the entire cell. Only landscape textures have this limitation.
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Kortniie Dumont
 
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Post » Fri Feb 18, 2011 11:35 pm

Thank you so much for the help, really appreciate it! :D
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Ross Thomas
 
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