Jump to content
Sign in to follow this  
Naughty Feila

Texturing a sim, 1/2 and 1/2

Recommended Posts

Hi all,

Anyone have the best elevation numbers to texture a sim 1/2 beach and 1/2 grass?    I know its not gonna be perfect right down the middle.

Im trying to do the north half beach and the south half grass.

Thanks in advance for your help  :)  I will send some Ls in world for your time.  :)

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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. 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...