Warwolf156
New Member
I use a hexeditor on the fbx directly?
no i mean you could use a hexeditor on the original kn5I use a hexeditor on the fbx directly?
oh thanks I'll take a look thenno i mean you could use a hexeditor on the original kn5
The file with a list of default surfaces is mentioned here:Hellow , i have 1 question that i dont seem to find the answer to .
WHAT ARE ALL THE AC related "commands" like WALL , ROAD , AC_PIT , AC_START... etc.. like is there a list of ALL ? or just the ones in the 1st page ? THANK YOU
oh one more important thing:Hellow , i have 1 question that i dont seem to find the answer to .
WHAT ARE ALL THE AC related "commands" like WALL , ROAD , AC_PIT , AC_START... etc.. like is there a list of ALL ? or just the ones in the 1st page ? THANK YOU
This system seems interesting, but I don't understand. So, would I have to put a red texture on the entire map?View attachment 8915
Put the Background as red (R) for example... Or use the Alpha Channel. Or split into another Object with additional material.
From what I see, it is the same texture but the tone changes depending on the color.its the same shader like with roads. for the Green/Red/Blue masked region you can put Texture on it.
and when you mix red and green together both should blend together.
You did not shared the Shader you use for your Terrain yet.
But anyway. Only thing which would make sense, the way you descripe with textureing in R/G/B would be this mask thingy... Otherwise put multiple textures(materials) into your terrain object. But this would cause hard cuts (no smooth transition) between the Textures/Materials.