this is a fun one. the answer to A_Bs question about the mask borders is yes - applying a more detaild mask is totally possible and not very hard. I did post an example of the maths on here fairly recently The answer to your question depends of what you're trying to achieve in your game. If you need what is basically a 2d…
Not using landacape. Or Using multiple meshes for the borders. Rendering into an RTV and using the result as the terrain material. In the Zelda example I think that's actual grass that overlaps the ground. You can render just like it into an RTV and reduce the cost at runtime, even if it is a lot of stuff to draw. A better…
That is also an awesome idea. Having a hard lerp between the values means that, even though I need to cover the entire ground plane of the map section (which in some instances will be fairly big), I could get away with a low resolution image for that mask because of the sharp falloff. none of the maps I have planned are…
I'm trying to figure out how to achieve the terrain texturing effect in the attached images. As you can see the dirt paths on top of the grass texture here appears to be some kind of decal, with both the dirt and the grass being their own tiling materials, but the border between them is some kind of masked (and in the…