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Hey,  you still have one of the best b3d water with the half-sub.  😊

I think you should look at and perhaps incorporate fredborg's water with the rubber ducky. It kinda has a same tiling method like what you have here, but seems to work on a distance, not sure though if the fog just covers it.

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Yeah, if time permits I probably will work on it some more, thanks.

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By the way, is there some way to save each terrain splat painted layers to a texture map, sort of like alpha mask texture per file?

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Not in this tool. But notice the trees tweaking utility comes with source, including the B3D saving part.

Here I use a feature of copperlicht / webGL that allows to have two textures on one single mesh, whereby the mesh's vertex alpha value determines the visibility of the "top" texture. Additionally Vertex-RGB is used to taint seaground and add diffuse shade under trees.

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I see, thanks for the info.

i'm been try to e-mail you in 6 month with no response,  please e-mail back on  your website e-mail or youtube please 

Hey there rcgdack1, just sign up and contact me here at www.blitzcoder.org