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Texturing a sim, 1/2 and 1/2


Naughty Feila
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Those numbers actually correspond to slants in the elevations and not flat elevations, which go from each corner.  It would be more a diagonal from corner to corner and not really easy to so as 1/2 and 1/2 but you can get close however, keep in mind that everything on that end will be grass.  

There is also the relationships to the height of the land.

Also note that terrain textures are randomized in the system to make them look more realistic meaning there is no set way to do this, it's mostly trial and error.

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Make textures 1 and 2 as sand, textures 3 and 4 as grass. Use Northwest low = 0, high = 255, Northeast low = 0, high = 255, Southwest low = 0, high = 1, Southeast low = 0, high = 1. 

What that should do, if the terrain is flat and about 64 Meters high, is make the North half be sand, and the South half grass. The dividing line won't be perfectly straight, and will vary a bit per user and per login, since it's calculated on the fly by the viewer. Adjusting all the Southern values higher would move the dividing line South, if the terrain was perfectly flat. Adjusting the Northern 'high' values lower would move the dividing line North.

Think of a sim's terrain textures as a rubber sheet, and you can only affect the 4 corners. The 'low' value is the transition between textures 1 and 2. The 'high' value is the transition between textures 3 and 4. The transition between 2 and 3 is the midway point between the high and low values. So the values that I gave you should define the mid-point transition plane as a flat slope, from 0.5 on the South edge, to 128 on the North edge. Where the terrain intersects that plane will define the terrain textures used - grass above that plane, and sand below it. 

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