I have heard you can draw seamless textures onto a unwrapped mesh. But how? and can you paint as many seamless textures you want onto the ground? Is this possible to do in multitexture mode?
Do you mean in-game? If you do, the only way I could guess would be to use either
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vertex painting, which would be fairly fast, though it works on the basis of vertices, which means that you would have to have a huge amount of vertices to have a precise method of painting, or
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take an external texture and change the colors of the image using the VideoTexture / bge.render module. Either way, you’d have to use Python, though either method should work fine in multitexture mode.
No I mean painting surfaces with seamless textures…like creating a landscape with a dirt road some grass and some cliff textures. Then bake the newly painted textures onto a new texture. I remember in 2-49 you did this somehow by using a black white value and vertex painting I think. The black was one texture and the white would become another texture…
My question is how to do this in 2.5 anf if it’s possible to use more than 2 textures. Since using only two textures would be a waste of time…also I think one need to use materials for this right? It doesn’t matter? Because you can still bake it and remove the material afterwards and run the game in multitexture mode?
Is there baking at all in blender 2.5 yet? Baking of lights etc…
The technique you are describing sounds like texture splatting as detailed in this video tutorial:
http://www.yofrankie.org/tutorial-texture-splatting/
Yeah that is what I’m talking about…but in that video you can only use two textures? Also is there baking in 2.5? Really just need to know how to paint textures onto a landscape then put props like trees stones etc on top. Well I already know the second part, but the first part I have no clue on how to do in 2.5…
Baking is a button / section in Blender Render mode. It’s in the Render tab (the camera) - I would really like it if Bake was available to Game mode too, since it’s not rendering system-dependent…
You can use as many textures as you want in texture splatting, but it gets tricky after a while, as you have to add masks to each other - there is a node setup that is a bit simpler, but I really have no idea where that can be found. Maybe someone else knows what I’m talking about.
I wish Pablo had added a second mask and third texture to that tut - it’s great, but that third texture is the difficult one. And no, anything more than 2 textures isn’t wasting space - think about it, a road through an autumn forest - dirt, leaves path, grass, rocks, stream bed etc…