Terrain Painter issue

Discussion in 'World Editor' started by LeSpecialist01, Dec 22, 2021.

  1. LeSpecialist01

    LeSpecialist01
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    okay for some reason the asphalt paint isnt working as you can see in the picture,its removing the grass and thats it, and that goes for all the other type like mud/dirt ,, any idea what im doing wrong? because its pretty mutch blocking me from creating asphalt road and dirt path

    Im new to map making and im learning as i go.
     

    Attached Files:

    • terrainpainternotworking.png
  2. ltntai

    ltntai
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    Looking at your picture, click open the Base Color drop menu and delete the texture that looks like an actual map. Save Changes To File and start painting asphalt. If you don't like the black, change the texture you deleted to something else on the levels/Industrial/art/terrains list.
     
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  3. LeSpecialist01

    LeSpecialist01
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    hey, couldnt wait till tonight haha but the change did work, ty againt!
     
  4. ltntai

    ltntai
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    You'll notice that it ruined the original map. This was just messing around for learning purposes.
    You can revert everything back to normal by deleting the industrial folder in BeamNG.drive/0.24/levels/
     
  5. LeSpecialist01

    LeSpecialist01
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    well ive done that to test and probly gonna keep these change when done, now im trying to do the same with dirt to paint ditch after modeling the terrain, but doing those change you told me doesnt seem to work on the dirt.
     

    Attached Files:

    • wipbackroadforstreetraciing.png
  6. ltntai

    ltntai
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    Works here on every terrain material. Dirt in industrial map has grass on it, if that's what you mean. Editing ground covers currently is for specially talented kids only I think, I'm having some weird results on my wip map with the covers.
    Edit. Nothing wrong with the ground cover editing now. Probably something just bugged really hard on my end.
     
    #6 ltntai, Dec 23, 2021
    Last edited: Dec 24, 2021
  7. Blkfxx

    Blkfxx
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    If I try to delete the base map or replace it with the appropriate terrain material _b, stuff just turns black. Would be nice to have some documentation for the terrain stuff.


    If you change base color _b for everything but the AO, You get white/weird color
     

    Attached Files:

    • upload_2021-12-24_20-25-27.png
    #7 Blkfxx, Dec 24, 2021
    Last edited: Dec 24, 2021
  8. ltntai

    ltntai
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    I guess the proper way would be editing the base map texture colors to match your roads and grassy areas if you have a clear plan for your map layout. But making your own basic color works, green texture for grass here for example:
    screenshot_2021-12-24_13-45-38.jpg screenshot_2021-12-24_13-44-43.jpg screenshot_2021-12-24_13-44-52.jpg screenshot_2021-12-24_13-45-16.jpg
     
  9. Blkfxx

    Blkfxx
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    Seems to be name sensitive. Blocky/pixelated issue remains, Does that happen for you?


    upload_2021-12-25_6-36-39.png

    upload_2021-12-25_6-40-21.png
     

    Attached Files:

    • upload_2021-12-25_6-39-33.png
  10. ltntai

    ltntai
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  11. Artistterrymartin

    Artistterrymartin
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    I forgot about the .color, .data, .normal. I was manually converting pngs to dds. Thanks for pointing that out. It rejected my dds's I made.
    I am not a fan of how the base color map makes cement in grass look like grass with cement. Nothing stopping you from making a different base map for that grass. I made a snow that does not use that base map but has its own. Made a gravel map too that does not use small islands base map. I want to scan come real rocks, make a real normal map baking in blender to see what how that works. Rather than use the poor mans normals from Gimp. Also the Roughness and AO and Diffuse can be done in Blender. Just a matter of then of making each one seamless, which Gimp can do. If I come up with something meaningful, I will post it. Next couple days I will try it.
    --- Post updated ---
    I found from my testing if every texture slot is not plugged in they won't do like the last 1.0 did. Trying to plug things in as I go to see how they work without the others apparently does not work
     
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  12. ltntai

    ltntai
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    Somehow the dds conversion works for terrains without the .color etc extensions. Check out what crap gets created to temp/art/terrainMaterialCache when Industrial map is started with a clean cache.
     
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  13. Artistterrymartin

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    Hehe, did not realize how the gravel looked far away :D Got to fix that, but snow too has its own base map, just made sure to make the 2048x2048
    These are the two I already had made. Want to try what I was talking about for the next one, baking some normals for.
    upload_2021-12-24_18-46-58.png
    upload_2021-12-24_18-49-31.png
     
  14. LeSpecialist01

    LeSpecialist01
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  15. Artistterrymartin

    Artistterrymartin
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    My grandfather many years ago... Reason I post it, is we had those same kind of water ditches at our house that you have in your video next to your track. When it rains they fill up. I never seen any again after they put regular drain pipes. Very fun looking track. Looks really great.
     

    Attached Files:

    • pop.jpg
  16. Artistterrymartin

    Artistterrymartin
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