It would be a tremendous feature if we could be able to use tiled textures and blend between them using masks;
if I have a wall set and I want it to look overgrown, The only way I can do that now is to use a unique texture and at high resolution. That would be a 2K texture to make up for the quality required. In other words; take a lot of space and VRAM.
One way to get around this, and I'm sure the devs of Planet Coaster know what I'm talking about: masks.
The tiled texture could be a generic rock texture, and the other could be the grass/moss/leaf texture. The mask would tell the game engine where to put either of them, thus the tiled textures could be 512^2 and the mask could be 512^2 or even 256^2. And you'd have beautiful overgrown assets at a fraction of the file size of a unique texture.
I hope the devs look into this, and I'd love to beta test and discuss future feature updates so we can have a dynamic development of the toolkit.
if I have a wall set and I want it to look overgrown, The only way I can do that now is to use a unique texture and at high resolution. That would be a 2K texture to make up for the quality required. In other words; take a lot of space and VRAM.
One way to get around this, and I'm sure the devs of Planet Coaster know what I'm talking about: masks.
The tiled texture could be a generic rock texture, and the other could be the grass/moss/leaf texture. The mask would tell the game engine where to put either of them, thus the tiled textures could be 512^2 and the mask could be 512^2 or even 256^2. And you'd have beautiful overgrown assets at a fraction of the file size of a unique texture.
I hope the devs look into this, and I'd love to beta test and discuss future feature updates so we can have a dynamic development of the toolkit.