Copied textures from italy and did some basic texturing on my map, just to test some ideas. There is something wrong with the terrain collision though, don't know how to fix it.
Just trying to fit in here... After this magnificent pain in my ... is done, I'll move on to the garage EDIT
Hey Nadeox! It's been a while. Well, it's 2m square size, 2048x2048 resolution. 3000 max height. Do you know if splat maping on a mesh with RGBs is possible in Torque3D. I am thinking of giving it a try, after I run a quadric reconstruction on meshlab to reduce polycount with minimal quality loss.
My guess for the collisions is that since your heightmap is being scaled up (2m squareSize), you might be seeing the heightmap interpolation (only on the physics side, not visually): ( https://blog.beamng.com/the-coast-is-clear/ ) If you want to/can send us a copy of the level via PM, we could have a better look at what's happening And nope, AFAIK splatmapping is only for terrain (also detail textures and other terrain-specific textures types)
probably offtopic, but what POSTFX / shaders are you running? that screenshot specifically looks simply superb, the depth of field and the way the yellow is reflected inside the engine bay and onto the bumper
so window frames is a coll&gudt thing --- Post updated --- doors are always an good thing --- Post updated --- endgame spoilers
I've literally never seen or heard of that before though? Didn't mean to copy you, wasn't aware anyone else was doing one, sorry Edit: whoops, replied a bit too quick...
*shrug* Also just sort of advertising it but my pigeon turbo mod still works... although i might update it soon, it's still quite fun