All terrain paint textures on all maps

Hi.

What I would love to see is the ability to use all painting textures from the terrain tool available in all maps.

For example, I want to start a tropical map but still be able to make a canyon desert type area in there.
Right now I can only use the desert sand, rocks, etc... textures inside the canyon map.

I am still able to place in the desert models though but without the terrain textures right now they look a bit out of place.
 
Same as I said in the other thread at the alpha feedback:

The idea of biomes, wth different backgrounds, lighting and climates is cool, in fact RCT3 had something similar, but terrain textures being biome locked is absurd.
Its like if they said to Walt Disney they couldn't use the orange desert texture in Frontierland because they were based in California, totally absurd.

Also the man made tarmac texture is only possible on the tropical biome... WHY? Its a MAN MADE texture, it should be possible on any biome.

If they want to lock this on campaign, I dont mind (it would still be stupid, but I dont mind) but all textures should be possible an all biomes in sandbox mode AT LEAST.
 
I am playing the beta and searched this into google through frustration! This is annoying, I can't make my sci fi land without any black terrain textures!
 
After personally working with a variety of game engines in the past, it's in my experience that this lock was likely an unfortunate casualty of optimization since the way mapping works for stuff like this is all textures are present at all times but a masking map determine where what textures are visible. Painting textures are covering and uncovering these maps and exposing the texture for the given terrain.

Having all the textures available would mean each texture is stored and in memory across the whole park at any given time, including the visibility mask that controls where the textures are. To have the granular control we have, this visibility mask has to be very large and a significant bit (between 16 and 24 bit) or you'd notice a significant restriction on how small the brush cam be and how smooth the transition between textures are.

That in mind, on top of the fact that they included all the available props and scenery for every biome tells me that this wasn't a choice they wanted to make, but had to.
 
I think they technically could get it to work with more textures, it would have to involve splitting the terrain mesh into multiple sub-meshes with different materials.
 
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