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Texture Elevation Ranges (Ground Textures/Estate Tool)

Rafaella Schumann
Registered User
Join date: 30 Mar 2007
Posts: 83
02-06-2008 10:50
Hello, everyone !

Well...

I really can't understand how the values works..

Everytime I start a endless trial/error to get my results and sometimes I just can't get my results ;(

and I cannot find any tutorial or good explaination on the knowledge base too :(

So, can someone tell how this stuff works ?

I'm trying to do somethjing that's appear very easy: in the SE direction there is a huge mountain..I'd like one texture for the mountain..and the rest of sim...other texture...

This probally should be very easy to perform if you understand how the values works...but I just can't do it :(

ty !
Sammy Thielt
Helpful land-lady
Join date: 26 Nov 2006
Posts: 142
02-06-2008 11:15
from https://secondlife.com/community/support.php?questionID=4010

From: someone
Ground Textures Tab
These controls are used to change the ground textures for different elevations on your Estate. They can be a little confusing at first.

The important thing to remember when first working with the Ground Textures tools is that the top section and bottom section are separate, even though they appear to line up vertically; the controls at the bottom are not acting on the set of textures directly above.

At the top, there are texture squares numbered 1 (Low) to 4 (High). This is because Estates have four levels of ground texture, from 1 at the lower elevations to 4 at the highest.

Textures are blended to form the terrain on your Estate. You can only use textures that are in 24-bit TGA format at a size of 512x512 pixels. For compatibility reasons, these textures should not be used anywhere else in Second Life (glitches may be visible on your client if you see an object and terrain using the same texture).

Note: There are many terrain textures available in the Library section of your Inventory.

So, once you've decided on the textures you want at the four land heights, and have dropped each into the texture slots provided, you now need to decide over what range of heights you want those textures to blend. This is done in the lower half of the texture screen, in the Texture Elevation Ranges settings.

There are four pairs of numbers with a Low and a High for each of the four corners of your Estate. This is because each corner can have the textures blending over a different range, with the Estate as a whole blended together toward the middle evenly from each corner. If the north of your Estate were much higher than the south, it would make sense therefore to set NE and NW with a higher High setting than the SE and SW ones.

The Low number sets the highest point that the 1 (Low) texture will reach. Anything below that setting will be textured with texture 1 (Low).

The High number sets the lowest point that the 4 (High) texture will reach. Anything above that setting will be textured with texture 4 (High).

Textures 2 and 3 are then transitioned evenly between the 1 (Low) and 4 (High) points. Because of this blending between textures, the wider the range, the more gradual the transitions become, whereas the narrower the range, the more clear and defined the changes will be.

You must click the Apply button for your changes to be applied.


If you want your region to really only have two textures, set texture 1&2 to the same ground texture and 3&4 to the same mountain texture.

If you still can't do it... I only charge L$1000 per hour. :)
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
02-06-2008 12:00
Best way to do it is kinda like this:

Let's pretend your mountain is at 40m elevation on Z when you stand on it.

Set ALL your texture heights like this:

NE, SE, NW, SW (I forgot the order they are in)
40, 40, 40, 40 max height
00, 00, 00, 00 min height

so you'll have approximately four layers for the four textures.

0-10m: the first texture (maybe something sandy for underwater)
10-20: next (sandy or verging on sand/green for shoreline)
20-30: next (sometimes green for a nice grass effect)
30-40m: the last texture (some kinda rocky mountainy thing)

Of course, the textures kinda moosh and blend, so it's not exactly like a four-layer cake. It's more like layered lasagna. Well, not just any lasagna. A sort of messy drippy lasagna that kind of slumped in the oven. But that's out of the scope of the post.

Point is, the mountain will be mostly the last texture, with a bit of green on the slopes. Just play with all the max numbers at once, and see how it works. If you want finer control, you can bring the min numbers up from zero, to say 5 or 10.

Good luck!

I'm kinda hungry now too. See what you did...
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Atashi Toshihiko
Frequently Befuddled
Join date: 7 Dec 2006
Posts: 1,423
02-06-2008 12:24
I have read that the terrain texture blending is client-side and is session-dependant. Which means that a) other people will not see the terrain blended exactly the same way you do, and b) the way you see the terrain blended is liable to change from login to login.

Which is another fancy way of saying, it's an inexact science.

Do what you can but don't sweat getting things 100% perfect, I'm not sure that's possible.

-Atashi
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Rafaella Schumann
Registered User
Join date: 30 Mar 2007
Posts: 83
02-06-2008 17:21
Ty, all ;)

I think I will Hire Sammy if she is available ;)
Argos Hawks
Eclectically Esoteric
Join date: 24 Jan 2007
Posts: 1,037
02-06-2008 17:32
The land texture tools are very frustrating. I knew exactly how I wanted my land textures to look before I got my island. Then found out that it was impossible because of the way the different textures get blended together. Try not to worry about it too much. Spend a small amount of time getting it close, then go on to the next thing. There's too much to do when you get an island to spend a lot of time fiddling with something that can't be made perfect.
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