Based on using the height map for textures. Most work as described, use as a guide only with no gaurantees. I made this because I got tired of waiting for one to be done. No so good for colour maps.
Absolutes work best, use with Prefer last texture option
1.0 = BASE COLOUR
[ABSOLUTES]
SLOPE/HEIGHT = paints high fields where height = slope
HEIGHT/SLOPE = opposite of above
(x-SLOPE)/HEIGHT = paints all but the highest slopes where x=1 only the lowest flats where x=0.1
SLOPE/(X-HEIGHT) = Excellent for painting hills slopes or edges of mesas where x=1, avoids high slopes and paints flat and low areas where x=0.1
(HEIGHT<x)/SLOPE = possibly good for light low scatter of grass or gravel where x=1, favors low flats, avoids slopes and high flat areas where x=0.1
(HEIGHT>x)/SLOPE = Where X=1, all black. Covers slopes and high flats, fading towards bottom of slopes where x=0.1
(SLOPE>x)/HEIGHT = Acts the same as(HEIGHT>x)/SLOPE, except avoids high flats where x=0.1
(SLOPE<x)/HEIGHT= Where X=1, all white. Where x=0.1 avoids steep slopes, favors low, slightly sloping areas
[SHADES]
SLOPE * x = Shades the slope directly proportional to it's steepness where x=1, shades only steeper slopes, with less intensity as x approaches 0.1
HEIGHT * x = where x=1, the higher the area the more it is shaded,
INPUT * x = shades in proportion to the height map lightening to x=0.1
(SLOPE >x) * HEIGHT = Gently shades steep slopes where x=0.1, X=1, all black
(SLOPE <x) * HEIGHT = Gently shades steep slopes where x=1, increasing as X approaches 0.1
(HEIGHT <x) * SLOPE = Excellent shader where X=1, shades more darkly the steeper the slope, avoids flats
(HEIGHT >x) * SLOPE = All black where X=1, Shades tops of slopes, avlids bottoms of hiLLS and flat areas where x=0.1
HEIGHT/(x-SLOPE) = Shades the steepest slopes very darkly, dimishing with decreasing slope where x=1. Darkly shades the lowest sloping areas, avoiding sttep slopes where X=0.1
(x-HEIGHT)/SLOPE = Darkly shades everything except low sloping areas where x=1. Excellent for shading lowlands with bumps for mottled effect, totally avoids high steep slopes where x=0.1
[USELESS]
SLOPE * HEIGHT
Example
1. 1.0-TT_GG_Grass_13
2.(SLOPE<0.03)/HEIGHT-TT_GG_Grass_01
3.(HEIGHT<0.05)/SLOPE- TT_GM_Mud_02
4.SLOPE/(0.4-HEIGHT) -TT_GR_Rocky_05
5.SLOPE/(1-HEIGHT) - TT_GR_Cliff_08
YATT TEXTURE MAP RULES
- ElCadaver
- Rust Monster
- Posts: 1202
- Joined: Wed Mar 24, 2004 3:22 pm
- Location: Perth, Western Australia
Results
Pretty basic height map, but using the above rules.
http://www.mediafire.com/?vdypnulc8j1
Going to be making maps at my leisure, cause I like to. Preference goes to TSM, for all their awesome DMing. If you want me to make anything, ask, and will see. Outdoor terrains only. Don't want to do interiors. If you like, I can do the heightmaps and texturing, then send on to you for placeables. Exams in 4 weeks, then a month of freedom for building.
If anyone has rules for persistent world friendly maps, let me know. This one has 5 textures, 5 tree seeds, quite a bit of grass I guess...
I've already made some, so if there is a place I can upload the areas, people can use for adventures, random encounters, whatever. I even made a place the banites might be interested in.... if you like.
http://www.mediafire.com/?vdypnulc8j1
Going to be making maps at my leisure, cause I like to. Preference goes to TSM, for all their awesome DMing. If you want me to make anything, ask, and will see. Outdoor terrains only. Don't want to do interiors. If you like, I can do the heightmaps and texturing, then send on to you for placeables. Exams in 4 weeks, then a month of freedom for building.
If anyone has rules for persistent world friendly maps, let me know. This one has 5 textures, 5 tree seeds, quite a bit of grass I guess...
I've already made some, so if there is a place I can upload the areas, people can use for adventures, random encounters, whatever. I even made a place the banites might be interested in.... if you like.
