Sorry for the lapse in updates. The past couple of weeks were spent pulling out the old terrain painting system and developing the one shown in the video below. The goal was to emulate the functionality of a Photoshop brush as much as possible and I think it feels pretty good thus far. This system is a bit more resource intensive compared to the last one so my next goal is, as part of the map publishing process, to dump the final color data for each mesh chunk into a flat file and then use a simpler diffuse shader in the actual game. This will add a little overhead to the map loading process but the trade off in performance will be worth it.
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