I was fiddling with one of my map editor dungeons the other day and decided to experiment with the transparency of the textures in the custom tab.
When I went to the editor, I noticed that the texture was not transparent, but rather blended with the textures of lower priority. That's why the ground texture is fixed at 100%, but is still visible. It is simply the lowest priority and therefore can't be blended with a lower texture. After a bit of testing, I got some interesting results that gave my dungeon a little more character. The best thing about this is that blending textures can be done without using precious memory. Here are a few examples;
For my reptile-infested cave:
Ground-#89-Moss A
Tex.0-#32-Pitted C(Trees disabled)
Tex.1-#46-Scale D, Trans. 40%
Ice Cave:
Ground-#39-Snow B
Tex.0-#49-Fiber A, Trans. 30%
Tex.1-#49-Fiber A, Trans. 30%(Turned 90 degrees)
Concrete Blocks:
Ground-#67-Brick B
Tex.0-#67-Brick B, Trans. 60%(90 degrees)
Give this technique a try and let me know what ya'll come up with.
When I went to the editor, I noticed that the texture was not transparent, but rather blended with the textures of lower priority. That's why the ground texture is fixed at 100%, but is still visible. It is simply the lowest priority and therefore can't be blended with a lower texture. After a bit of testing, I got some interesting results that gave my dungeon a little more character. The best thing about this is that blending textures can be done without using precious memory. Here are a few examples;
For my reptile-infested cave:
Ground-#89-Moss A
Tex.0-#32-Pitted C(Trees disabled)
Tex.1-#46-Scale D, Trans. 40%
Ice Cave:
Ground-#39-Snow B
Tex.0-#49-Fiber A, Trans. 30%
Tex.1-#49-Fiber A, Trans. 30%(Turned 90 degrees)
Concrete Blocks:
Ground-#67-Brick B
Tex.0-#67-Brick B, Trans. 60%(90 degrees)
Give this technique a try and let me know what ya'll come up with.
