How to make mud?

Discussion in 'Content Creation' started by Pauliusss033, Dec 15, 2014.

  1. Pauliusss033

    Pauliusss033
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    Hi,
    I am creating offroad map for BeamNG, but it is not an offroad map, without mud :D. Can someone help me? I am not talking about mud texture, I am talking about boggy mud. I saw this in basic map, but I have no idea, hot to make this :(

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    Pictures from my offroud course
     

    Attached Files:

    • 2014-12-15_00008.jpg
    • 2014-12-15_00009.jpg
    • 2014-12-15_00010.jpg
    • 2014-12-15_00013.jpg
  2. deathtome

    deathtome
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    I too would like to know how to make mud....
     
  3. Braindead

    Braindead
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    For both of you, even though the original thread is kinda old.


    You need a .png file to specify which parts of the map are sinky with darker pixels, it's not anything to do with the materials themselves.
    The .png image will need to be in the same folder as your level terrain etc. It will me the name of your terrain with ter.depth on the end. for example 'theTerrain.ter.depth'
    The image needs to be the same size as your terrain, so if you have a 2048x2048 terrain, the depth file will have to be those pixel dimensions.

    In the depth map, pure white pixels will be regular ground, and anything darker will sink more into the ground.
    So you need to know where the mud is on your map, and make those pixels darker.
    Your image should look like a white square, with grey pixels where your mud is. Like this image from the industrial map
    Industrial.ter.depth.png

    To find out where the mud is in a map, use the level editor to export your terrain as a heightmap after you've painted the mud on the ground. It makes a different image for different materials. This way you can know exactly where your mud is.
     
  4. deathtome

    deathtome
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    Thank you i really didn't understand it. I was like I'm putting mud texture but no sinking effect :D


    Edit:

    So i tried it and it didn't work.... I got to be missing a step some where I have a map that it works on (not mine) but when i edit the .png for the depth it stops work on that map so am i saving it wrong? I'm using paint.net 4.05 i think
     
    #4 deathtome, Feb 10, 2015
    Last edited: Feb 10, 2015
  5. Braindead

    Braindead
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    Yeah it sounds like a file problem. I believe that the file has to be in black and white, in 8 bit greyscale or something like that.
     
  6. deathtome

    deathtome
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    ya I've tried gimp and paint.net still no luck i dont know if im saving it wrong or what. i took another map i down loaded and edited its ter.depth map and saved it with gimp and it worked just fine tried again on mine no work. I'm wondering if its not seeing the file. ive copped it in a bunch of places that ive noticed my maps was saving files to how do i get it so all my files are in one folder? i've even looked at the console to see if i had a load error or and info about my ter.depth nothing that i could see, still at step one :(
     
  7. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

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    Hi thanks for the explanation but does doing this effect the grip levels? I am trying to make some different types of snow so i will need to make things slippy as well as the sinking. Thanks
     
  8. deathtome

    deathtome
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    Good question i really wish i knew why my ter.depth is not being picked up i dont know if im not mkaing it right or if its just not being put in right folder.

    List of things i heard needs to be done for this to work.

    1. needs to be named the same as map with "ter.depth"
    2. needs to be same size as map
    3. needs to be in black and white grey scale
    4. needs to be in 8 bit format
    5. needs to be in PNG file format
    6. needs to be all on one layer with no alpha layers
    7. needs to be placed where map is located

    what am i missing and how can i see if my map is looking in a different spot for my ter.depth

    this makes game so much more fun and real to have snow and i think it would work get in making a snow map please help me.
     
  9. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

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    I'm up to the same point now, I know that you can name the texture after the groundmodel.lua properties and it will adopt those properties. Now I've made a depth map and have done all of the things you listed and I'm not seeing results either.

    Would also love to know how to make DDS files to do my own textures, like snow :)
     
    #9 HighDef, Feb 15, 2015
    Last edited: Feb 19, 2015
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