tag:blogger.com,1999:blog-3137589849141365573.post4779209591948166163..comments2014-03-14T09:37:15.352-07:00Comments on Hazard Pay: Level Editors and Splat Maps!Brandonhttp://www.blogger.com/profile/14526963851853849335noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3137589849141365573.post-27305267060878397172012-07-25T12:55:23.486-07:002012-07-25T12:55:23.486-07:00Thanks! I might just add that in, as I'm sure...Thanks! I might just add that in, as I'm sure I could save lots of cycles, and entire sample pass (and be able to dynamically change the size of the terrain mesh) if I wasn't reliant on a matching colormap resource.<br /><br />Good luck with your editor!Brandonhttps://www.blogger.com/profile/14526963851853849335noreply@blogger.comtag:blogger.com,1999:blog-3137589849141365573.post-53149251723209345492012-07-24T11:30:35.551-07:002012-07-24T11:30:35.551-07:00hi brandon.
im also working on a 3D-level editor ...hi brandon. <br />im also working on a 3D-level editor in XNA. At first i had texture splatting with a colormap too, but now i changed it a bit. My vertices now have a Vector4 for textureWeights, so when i paint the textures onto the terrain, i dont have to redraw a colormap every frame. This is way more easy and faster, so you could think about that too.<br />Great work so far, thumbs up, keep on coding.Anonymousnoreply@blogger.com