| Category | Farming Simulator 25 |
| Created | 19.11.2025 11:01 |
| Paweł Leśniak (PawelLesniak) | 19.11.2025 11:01 |
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| Hello. I am trying to do some terrain decals using shader vertexPaintShader.xml. In original file from mapUS -- Farming Simulator 25\data\maps\mapUS\textures\terrain\terrainDecals\terrainDecals.i3d everything working as i want it to when i am changing from alphaNoise_customParallax_alphaMap to just alphaNoise_customParallax. I mean on the edge of original plane mesh texture is nicely blending with terrain by just blendingNoise.png i mean only on edges i dont want to use alphamap like in alphaNoise_customParallax_alphaMap where you can add additional alpha file. For my purposes working great without it. off course i want it on my new mesh made in blender. Made mesh plane exactly like original one by that i mean number of vertices and faces and their placing for test purposes. In blander assigned new material to my mesh for export. Then assigned the same material from original mesh in .i3d via notepad. Everything works ok parallax map working ok on my new mesh, except its not blending with terrain. Made second UVmap in blender and added Color Attributes color vertexcolor. Do i need move the second UVmap on the grid to difrent position or something else with the vertexcolor? Do i need paintvertices in vertex paint? Or what i am missing or doing wrong? Only yellow warning what i am getting in GE when importing mesh is: Warning: i3d contains non-binary indexed triangle sets |
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| Paweł Leśniak (PawelLesniak) | 25.11.2025 20:23 |
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| Problem solved. I've managed to solve my problem. It turns out that vertices can have an alpha color/channel in addition to RGB colors. I didn't know this, and that's exactly what my vertices were missing. So for any one ever wondering if needed just erase alpha in vertexPaint on your vertices that you want your decal to blend and rest of those vertices need to be green and red. |
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