- Joined
- Aug 1, 2023
- Messages
- 55
A silly method of putting textures on the terrain in the WorldEditor is to import a custom 'splats\ubersplatdata.slk' file into the map which lists the texture ids, paths and scaling values. After that the ids of the textures can be references from the 'Art - Ground Texture' fields of custom buildings (shift+click), which can then be placed onto the terrain and texture it. The textures need to have a "alpha border" or they won't render correctly. Because buildings cannot be rotated in the editor, so that their ground texture would rotate, the textures would have to be rotated in an image editor beforehand. And because the 'Art - Ground Texture' is not scaled by the building's scaling value, the scaling value needs to be specified in the 'splats\ubersplatdata.slk'.