immortalx
New Member
I'm trying to create a transition from the road edges to the terrain so that it doesn't look like a perfectly straight line.
I created a thin strip which runs along the road edges and floats above the terrain a couple of millimeters. It uses a copy of the road texture but with "painted" transparency along the texture's length:
This works absolutely fine when I'm using a ksPerPixel shader both for the road and for the transition strip. I have a nice seamless transition.
If I use ksMultilayer_fresnel_nm to add some nice detail textures to the road, I'm having difficulty matching the same look for the transition. If I'm not mistaken, ksMultilayer_fresnel_nm doesn't support a blend mode other than opaque, so I have to use ksPerPixel for the transition to show the terrain underneath on it transparent parts. This makes the transition look mismatched compared with the road.
How do you guys make this? I studied the LA Canyons map which uses this technique and I can't get it right. The only thing I'm doing differently is that I'm using null.dds for the diffuse texture, because my detail maps are just a tarmac texture with cracks and dirt overlayed on top.
I created a thin strip which runs along the road edges and floats above the terrain a couple of millimeters. It uses a copy of the road texture but with "painted" transparency along the texture's length:
This works absolutely fine when I'm using a ksPerPixel shader both for the road and for the transition strip. I have a nice seamless transition.
If I use ksMultilayer_fresnel_nm to add some nice detail textures to the road, I'm having difficulty matching the same look for the transition. If I'm not mistaken, ksMultilayer_fresnel_nm doesn't support a blend mode other than opaque, so I have to use ksPerPixel for the transition to show the terrain underneath on it transparent parts. This makes the transition look mismatched compared with the road.
How do you guys make this? I studied the LA Canyons map which uses this technique and I can't get it right. The only thing I'm doing differently is that I'm using null.dds for the diffuse texture, because my detail maps are just a tarmac texture with cracks and dirt overlayed on top.