Fast way to random painting landscape?

Post » Fri May 31, 2013 1:50 am

Hello,

as subject I need some info to how to randomrly paint the landscape of a custom worldspace.

For istance I want a random painting of Dirt and Rocks in a specified region.

I've tried to add the landtextures to object tab of the region but I seems doesn't work properly.

Thank you.

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Yung Prince
 
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Post » Fri May 31, 2013 1:09 pm

It can indeed be done via the region generator.

First add the texture that you want the most, this will be the 'base texture' and will cover 100% of the ground. Set the density to 100, clustering 0, min slope 0, max slope is up to you (I did 50), min and max height up to you (Fit your world, if you don't want grass on top of mountain peak, etc. This is easier to hand edit later)

Then add other textures as children to this parent object. Mess with the density and clustering until you get results that you're happy with. The higher the density the more the texture will cover the ground. I.e. 20 means about 20% of the ground will be that texture, etc. Clustering affects how grouped the texture is. 100 means it would be in giant solid patches. 5 would mean it's super flaky and spread out.

I used this to texture Falskaar with wonderful results. Test in a small 3x3 or 5x5 cell area until you're pleased, then unleash it on the desired area in your worldspace. :)

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Alisha Clarke
 
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Post » Fri May 31, 2013 3:17 am

Thank you very much :)

So "parenting" the textures is similar to layer covering.

Now I've a little issue: The child texture is appearing as a "pois" even if I've clustering to 1.

Any idea?

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April
 
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Post » Fri May 31, 2013 2:25 am

Yes. It places the parent texture, then it places the child texture on top of the area covered by the parent texture. As you can imagine, you can get pretty complex with this.

And what do you mean by "pois"?

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Daniel Lozano
 
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Post » Fri May 31, 2013 1:12 am

as you said: "Clustering affects how grouped the texture is. 100 means it would be in giant solid patches. 5 would mean it's super flaky and spread out."

I'm getting solid patches even if I use clustering: 1

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Sammygirl500
 
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Post » Fri May 31, 2013 9:20 am

Here a test: http://s18.postimg.org/pjawumfh5/Immagine.jpg

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Dominic Vaughan
 
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Post » Fri May 31, 2013 11:50 am

Hmm, maybe I'm backwards. 100 is super spread out and 0 is large patches? Try the other extreme.

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electro_fantics
 
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Post » Fri May 31, 2013 11:18 am

Yes, I'm trying :)

Increasing clustering I'm getting tons of "points". Decreasing I've large patches. However I don't get any feather borders between the textures

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[ becca ]
 
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Post » Fri May 31, 2013 11:49 am

Allright :) it working like a charm now. My mistake, I've covered a region with another region!

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Len swann
 
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Post » Fri May 31, 2013 5:34 am

A quick question: Can you change the priority of your region? I can't seem to be able to, I did it before forever ago, but now it's stuck at 50. I change the number but when I come back it's still 50.

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Josephine Gowing
 
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Post » Fri May 31, 2013 9:55 am

I never used the priority of the region :P what it means?

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Amy Smith
 
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Post » Fri May 31, 2013 12:39 am

If two regions overlap it determines which one 'wins'. My issue is that wherever I have a region border, if the two regions are of equal priority (50), the overlap is a 'no win' zone, and neither region seems to take effect. The result being that the ambient sounds I have set up go dead, and the world is eerie and silent until you enter one of the uncontested areas.

A simple priority change is all I need, but it won't let me change them. :(

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Fiori Pra
 
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Post » Fri May 31, 2013 1:17 am

Uhmm... My PC is busy now for painting the region. Have you tried to set 25 and 25 about overlapping regions?

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jess hughes
 
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Post » Fri May 31, 2013 2:49 pm

I'm back. I saw the weather regions of vanilla Tamriel. All are set to 50 except for WeatherTundra which is 51 and the override option is checked.

Anyway I've tested mine region: I've set to 55, closed the region window, saved, reopen the region window. It's remains at 55.

Have you considered the edge fallof option?

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rolanda h
 
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Post » Fri May 31, 2013 3:01 pm

Oh hey, it looks like saving actually changes the numbers, they just don't change until then for some reason. My priorities are all checked! :P

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Laura Tempel
 
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Post » Fri May 31, 2013 8:50 am

Alex: there is an option which is "Edge Falloff (world units)". Did you tried?

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Benjamin Holz
 
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Post » Fri May 31, 2013 1:38 am

That's all at the default of 1024. Wait a minute, how big is a cell? 4096x4096 right? I'll up the numbers, there is overlap and the cells aren't covered all the way, I bet that's it.

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Tha King o Geekz
 
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Post » Fri May 31, 2013 2:28 am

Yes, a cell is 4096x4096. Try to increase and check.

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Conor Byrne
 
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Post » Fri May 31, 2013 2:02 pm

Well, I looked into the vanilla system, and it looks like the solution was actually to set it to 0, along with tweaking some priorities. I've gotten rid of the abrupt silence, and it's now a smooth transition. Thanks! Lol, didn't mean to hijack your thread. :P

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Zach Hunter
 
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Post » Fri May 31, 2013 3:29 pm

Very good :) I thought that the solution was to set it to 4096 instead of 0! :D

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Anna Beattie
 
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