Hello there !
I have this blocking tower I use in my map to build entire mazes.
For obvious reasons, I needed a more "square" splat texture as all those available in the game are all "round".
First solution I successfully implemented was adding a plane at the base of the tower model.
It worked, but then the pre-placement game texture becomes really hard to see, and that really doesn't help.
So I decided to go to the most obvious solution that I should have started with :
Make a custom Splat !
So I properly modified the Splats\UberSpltData.slk to include my texture and replace the original splat called "TEST".
I made sure the texture was 256x256 in size and has at least a 1 fully transparent pixel border :
Once converted to BLP, or even DDS, with BLP Lab (with 8 mipmaps as original splats) or Magos Model Viewer, and imported into the map besides the UberSplatData.slk, I unfortunately keep getting strange artifacts in WE or ingame :
Fun enough, converting the original texture used by the "TEST" splat into BLP also shows these artifacts, although much less visible :
So my questions are :
- What are the required conversion options to use in order to get rid of these ugly artifacts ?
- How can one properly make custom splats ?
Note : I have encountered the same issue in the past with custom selection circles.
I have this blocking tower I use in my map to build entire mazes.
For obvious reasons, I needed a more "square" splat texture as all those available in the game are all "round".
First solution I successfully implemented was adding a plane at the base of the tower model.
It worked, but then the pre-placement game texture becomes really hard to see, and that really doesn't help.
So I decided to go to the most obvious solution that I should have started with :
Make a custom Splat !
So I properly modified the Splats\UberSpltData.slk to include my texture and replace the original splat called "TEST".
I made sure the texture was 256x256 in size and has at least a 1 fully transparent pixel border :
Once converted to BLP, or even DDS, with BLP Lab (with 8 mipmaps as original splats) or Magos Model Viewer, and imported into the map besides the UberSplatData.slk, I unfortunately keep getting strange artifacts in WE or ingame :
Fun enough, converting the original texture used by the "TEST" splat into BLP also shows these artifacts, although much less visible :
So my questions are :
- What are the required conversion options to use in order to get rid of these ugly artifacts ?
- How can one properly make custom splats ?
Note : I have encountered the same issue in the past with custom selection circles.