I have this open farmland with the standard grass texture as the main ground texture. Since the surroundings are also supposed to be more grasslands i put vst_cliff02_1 as vista objects around. It looks good except for the color of the vista object which is much too green compared to the more brown grass texture i'm using. Can i somehow change the color of the vista object to make it look better?
vista objects color?
Débuté par
gordonbrown82
, sept. 13 2010 06:50
#1
Posté 13 septembre 2010 - 06:50
#2
Posté 14 septembre 2010 - 12:17
you can use DATool to retexture the model (change the color) and then put the retexture model into override folder, what will create new model with different texture suitable to you (wanna links?
)
#3
Posté 14 septembre 2010 - 01:51
sure thanks.
#4
Posté 14 septembre 2010 - 06:41
Another way, a quick trick is to play with the fog settings under the exportable area menu of your level. Fog intensity controls how far away the fog starts to ramp up, and fog cap controls the maximum percentage any object gets tinted by fog, no matter how far away. By using these two settings, you can tint all objects in your level a certain distance away from the center with any color you want. (You set the color by changing the fog color in the same group of settings).
I've used it here in this level, which is usable by everyone and part of the community contest going on right now:
http://www.dragonage...ile.php?id=1675
Alex
I've used it here in this level, which is usable by everyone and part of the community contest going on right now:
http://www.dragonage...ile.php?id=1675
Alex
Modifié par Talisander, 14 septembre 2010 - 06:42 .
#5
Posté 14 septembre 2010 - 07:55
Thanks. What grass textures are you using in the screenshots?
#6
Posté 15 septembre 2010 - 04:23
If you have a lot of grass the best thing to do is to use two different grass textures and blend them together throughout the level. That way you can have some dark grass, some light, and a whole bunch of shades in between. Mix in some dirt textures and you've got a ton of color. I think I used grass 2 and one other one... don't remember the name. I'll check tomorrow for you.
Alex
Alex
#7
Posté 15 septembre 2010 - 05:20
I downloaded the level and tried to emulate the grass shading you've done but mine doesn't get smooth it gets more spotty with darker and lighter patches. How do you accomplish getting the different shades so coherent?
#8
Posté 15 septembre 2010 - 06:31
Have you tried manipulating the UVTile property of the textures to get them to tile closer?
#9
Posté 15 septembre 2010 - 06:37
Is that done with the tessalation tool? I'm not sure i can get it to work. If anyone can give a little step for step guide to how shadings are done like that i would appriciate it.
#10
Posté 15 septembre 2010 - 07:40
The UVTile property is in the Object inspector when you select a texture under the Terrain Mesh group.
#11
Posté 15 septembre 2010 - 07:56
Cool thanks.
#12
Posté 15 septembre 2010 - 10:51
ok, well if you've downloaded the level you probably already know what textures I've used, so I don't have to go check. Have fun 
Timelord is right on about UVTile. It's a really big part of playing around with textures. Can change how they look drastically.
I also like to set the "max contribution" on the texture paint tool to whatever shade of green I want. Start with one grass texture at 100%, and then set the other to whatever percent you want it mixed in and paint away. This makes it so you get an exact shade of color and don't have to worry about holding the button down too long.
Timelord is right on about UVTile. It's a really big part of playing around with textures. Can change how they look drastically.
I also like to set the "max contribution" on the texture paint tool to whatever shade of green I want. Start with one grass texture at 100%, and then set the other to whatever percent you want it mixed in and paint away. This makes it so you get an exact shade of color and don't have to worry about holding the button down too long.
Modifié par Talisander, 15 septembre 2010 - 10:53 .





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