w/ XNA's basic effect class though you probably won't be able to get your vertex paint working in 'engine'. You or your coder will need write an .fx shader to use or maybe checkout shaderFX and see if you can't make something that will work. I'm pretty sure it an export to XNA as wel.
Once you have a shader though, you'll have to write some code to get the model class to actually use that shader.
hey guys, im going to remake the level using heightmaps for simplicitys sake in reference to the physics engine.
I know how to make a heightmap to define the shape of the mesh.
but is it possible to make a black/white image that shows where the two textures would be? black = grass, white = dirt. like a heightmap, for textures.
but is it possible to make a black/white image that shows where the two textures would be? black = grass, white = dirt. like a heightmap, for textures.
Yes, if whoever is coding your app knows how to get it done. You can do whatever you like. If you want vertex painting, get the programmer to write the proper rendering technique.
XNA is not an engine. It's a framework/wrapper around Direct3D9 for C#. The phrase, "how do I texture for an XNA level" doesn't compute.
You'll want to make sure the data that you are importing into whatever structures you have is including the per vertex color, and then have a shader that uses that color to alpha blend the texture layers together. Or you might use another texture layer with colors to define the blendings.
Replies
erm, not a clue. hah.
Once you have a shader though, you'll have to write some code to get the model class to actually use that shader.
Best of luck!
-Tyler
I know how to make a heightmap to define the shape of the mesh.
but is it possible to make a black/white image that shows where the two textures would be? black = grass, white = dirt. like a heightmap, for textures.
Correct me if I'm wrong tho.
XNA is not an engine. It's a framework/wrapper around Direct3D9 for C#. The phrase, "how do I texture for an XNA level" doesn't compute.
You'll want to make sure the data that you are importing into whatever structures you have is including the per vertex color, and then have a shader that uses that color to alpha blend the texture layers together. Or you might use another texture layer with colors to define the blendings.