Hello, I’m trying to use vertex color within a nodes material to dictate which areas of the map receive which texture. I want the ability to “spray” the desired grass over the rock for cliffs and such.
This is an entry level procedure in Internal, or Cycles, but for a reason I don’t understand, I can’t achieve it in BGE. In the viewer, the cliff looks fine, but when I run the game, only one or two areas have the desired grass texture, and the rest is rock, as if the vertex map’s contrast spiked.
I’ve included a blend if anyone want’s to take a look.cliffA.blend (852.4 KB)