Tuesday 15 June 2010

WANG: PART 5

Before we start the next chapter it is wise to make a further 3 sets of textures.

1 - Grass. This will be your mid ground cover and the texture you see when you first load up the route. (assuming you are just above sea level, these values can be changed and will be explained)
2 - Sand. This I am using for the ground below sea level.
3 - Dry grass. This I am using for my upper ground.
4 - Small stones. (made in part 2) This we are using as our Rock gradient.

Adam explained it when we made Phorum a few months back, for reference Here is his post.

So, lets make our new terrain xml.

In your source folder, located somewhere like this (depending on where you have the game saved)
C:\Program Files (x86)\Steam\steamapps\common\railworks\Source
Make a Provider/Product folder set up so it looks like this:

C:\Program Files (x86)\Steam\steamapps\common\railworks\Source\RSderek\Bishop\Environment\Terrain

RSderek the provider and Bishop is the poduct.
Within that Bishop Folder make an Environment folder then a Terrain Folder.

Within that Terrain folder you can make other folders to seperate out your various textures so that they are easy to find, Grass, Rock, sand, urban, etc etc.

To begin with I made a folder called Core. Here I copied the 4 main textures needed to set up the route. (You don't need to set up 4, you can ref the same texture for all sections but a bit pointless as you would not see anything... :) )

Now the fun begins. Load up RWs and start the Blueprint editor.

Navigate to your Terrain folder and right click the folder, then select new Blueprint.

Scroll down the list to Terrain Texture blueprint, select it then click ok.
Rename the xml, I named mine Terrainset.


Below is an example of my basic parameters, set your something like it, looking back to Adams post for more refference.



For now leave the Procedural flora texture ID blank. (We (you) have not made that yet, this will be covered in a 'Wang epilog' post)

Click Save

Ok, Now to add your Textures to the xml.
Click on the little plus symbol at the top next to the work Mix tex.
This expands the texture area. Right click the texture in the core folder and select copy file name.


In the base texture name slot press Cntrl V to paste the string.
IMPORTANT: remember to remove the _A (it is not needed here)
Fill in the rest of the details like the image below.





Click Save.

Click on the little > icon, this will open up another texture slot, it will need to be filled in as the first. (Make sure you match the correct texture to the ID number given in the low/mid/high texture index.)

Note also that this is the order that the textures will appear in your texture list in game.

When all done click save, then export.

Next in Part 6 Referencing your terrain xml to in your new route.

2 comments:

  1. I don't understand where you get the grassPack.ace file. Nothing in this tut is talking about it.

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    Replies
    1. It is used to create 2d/3d grass effect on terrain which looks animated.It can be easily created assuming you pictures of grass that can be edited and made useable

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