Start with a cracked dirt texture. The mask out some grass in some areas all over it. Then on top of that, there is a canyon/rift going through a part of the map. I want to layer a different texture onto the canyon. And then finally, have a detail texture that darkens the map in the valleys.
So far i've been able to accomplish the whole thing, except for when i try to create the canyon texture. It just winds up looking grey/white.
Essentially what i want, is a layer, upon a layer, upon a layer, etc. Each one alpha'd/masked out to what i need it for.
Here is the material file i've built. Maybe someone can point out what i'm doing wrong.
This brings up another question for me. In this setup, i have created a separate texture to control the alpha/mask. Is there a way i can just use the alpha channel on the tga? If so how?material Material_Terrain_01
{
receive_shadows on
{
technique
{
pass
{
texture_unit
{
texture W_Terrain_01_Base_Dirt_Cracked_01.tga
scale 0.05 0.05
}
texture_unit
{
texture W_Terrain_01_Alpha_Grass_01.tga
colour_op alpha_blend
scale 0.1 0.1
}
texture_unit
{
texture W_Terrain_01_Layer_Grass_01.tga
colour_op_ex blend_current_alpha src_texture src_current
scale 0.03 0.03
}
texture_unit
{
texture W_Terrain_01_Alpha_Canyon_Edge_Rocks.tga
colour_op alpha_blend
scale 1 1
}
texture_unit
{
texture W_Terrain_01_Layer_Canyon_Edge_Rocks.tga
colour_op_ex blend_current_alpha src_texture src_current
scale 0.03 0.03
}
texture_unit
{
texture W_Terrain_01_Layer_Detail_01.tga
colour_op alpha_blend
colour_op modulate
scale 1 1
}
}
// lighting pass
pass
{
ambient 1 1 1
diffuse 1 1 1
depth_func equal
scene_blend zero src_colour
}
}
}
}
Thanks!
