I have been banging my head against the wall over the years trying to find out how is the environment textured? I looked all over for how is it done, I know that many objects and character models are usually mapped by ether a one map or multiple maps (depending on the studio, I know) but never heard a peep on the levels itself.
If it helps here's some examples of what I am aiming for.
The environment is as large as GTA3 map, with hardware close to the playstation1 (I am planning of some MUCH more powerful but I want to make sure it would works on low-to-mid class computers.)
Thanks in advance.
Replies
yeah, I think its mostly 64/128 tiling textures with a combination of vertex coloring and alpha maps for lighting. not really sure what psx supported... only things with non-tiling textures are props, but it really depends on the prop too.
Painting a blend map is ultimately best in terms of quality. It's a per-pixel b&w image that says blend on the white pixels. Though this is also far more expensive than vertex blending. You have to balance everything.
roll on unique mapping