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Bercon Tile?
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Nice one Daniel. Will take a look.
How's things up in Manchester? The north-west is my neck of the woods, though I pretend to be a Southerner these days (!)Kind Regards,
Richard Birket
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http://www.blinkimage.com
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To take things forward another step, does anyone know of a way to have a set of different textures of individual bricks in the 'Colo(u!)r #1' slot? It would be great if BerconTile could randomly mix bitmaps of bricks in a similar way to how 'multitexture' works.
Essentially, I'd like to put 20 individual bitmaps of single bricks in there and let BerconTile randomly place and rotate them.Kind Regards,
Richard Birket
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http://www.blinkimage.com
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How's things up in Manchester? The north-west is my neck of the woods, though I pretend to be a Southerner these days (!)
To take things forward another step, does anyone know of a way to have a set of different textures of individual bricks in the 'Colo(u!)r #1' slot? It would be great if BerconTile could randomly mix bitmaps of bricks in a similar way to how 'multitexture' works.Dan Brew
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I am not sure if using a multitexture will work. I'll give it a try when I get a chance, but I thought multitexture only worked on different pieces of geometry (like those created with FloorGenerator)?Kind Regards,
Richard Birket
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http://www.blinkimage.com
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Yeah the size parameters.... This map would seriously need a complete rewrite. You can randomly mix bitmaps using BerconTile -> BerconGradient (mapped mode, keys have the bitmaps) -> BercpnTile with same tile settings as the first but with random gray tile colors to mix bitmaps in gradient.
Unfortunately Multitexture can't be used here because it doesn't recognize between the tiles. While I was developing it I actually tried to make them support each other but for some reason it just didn't work out. Map can't alter material id's so I couldn't find a way to pass the tile id's to multitexture. The feature would have to be built into the bercontile and that'd be a lot of work.
- Jerry
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Originally posted by MasterBercon View PostYou can randomly mix bitmaps using BerconTile -> BerconGradient (mapped mode, keys have the bitmaps) -> BercpnTile with same tile settings as the first but with random gray tile colors to mix bitmaps in gradient.
- JerryKind Regards,
Richard Birket
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http://www.blinkimage.com
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I don't have max at hand but I'll try to describe it step by step.
1. Start with bercontile and use any settings you like
2. Put bercongradient into color #1 slot
3. Put bitmaps into bercongradients keys, use solid mode so they aint blended together
4. Use map mode in bercongradient
5. Put bercontile #2 (new) into the map slot
6. Set all pattern settings in bercontile #2 to match the first bercontile
7. Set bercontile #2 to variation mix mode and use berconnoise (or some other random noise map) so each tile has different shade of gray (http://ylilammi.com/Resources/Tile/E...riationMix.jpg)
8. Now you should be done.
So the bercontile #2 drives the gradient map to use different Key for each tile.
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Thanks MasterBercon.
I've run down your checklist, but must have missed something. Here are a few graphics to explain:-
Here's my render:
Here's the diffuse settings:-
Here's the BerconGradient setup:-
Here's the BerconTile #2 setup:-
And here's the noise setup:-
I'm using some very multicoloured bricks to see how the process works. Here are a few of them (10 in all):-
(next message as there is a limit of 5 images per post!)Kind Regards,
Richard Birket
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http://www.blinkimage.com
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Kind Regards,
Richard Birket
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http://www.blinkimage.com
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You have the map uv channel 1 checked on the first bercontile, this messes up the second tilemap. Change the uv channel mapping into some other channel if you need it, or disable it all together. Everything else seems find.
EDIT: Actually you obviously need it for the bitmaps. So change it to channel 2 and change all your bitmaps to use channel 2.
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Good grief...still struggling with this...Kind Regards,
Richard Birket
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http://www.blinkimage.com
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Okey here we go: http://www.ylilammi.com/graphics/Ber...onGradient.jpg
I forgot that the noise map had to use exclipicit mapping.
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