Original Post
Ive read many articles, threads etc and made a few threads on the subject of terrain texturing. Everyone usually just pointed me to Charles Bloom's texture splatting article. However, I wasn't very happy with his technique, I wanted something more simular to unreal tournament 2's style. My first idea was to use an alpha map for every single layer, but this method would use up vram very quickly. Anyway, I realized that instead of making a seperate alpha map for every texture 'layer' I could simply make a single rgb texture and use it as a 'look up' table, where each color would be bound so a seperate layer (grey/black = rock, green = grass, white = snow or whatever etc). Doing it this way, I can make a program that will alow me to paint directly on the terrain and then save the output as the blend map. The only problem is though, Im not sure how to go about implementing it....Im using Opengl btw. I g2g for now, so ill answer any questions when I get back. Thans a lot. ~Jason