I want to take my texture and tile it 10 times in both directions, so I set tile on, and set the tiling field to 10.0 However it seems Warcraft III does not allow that. Is there a way around this? Tiling the texture in photoshop is not an option.
You misunderstand. The UVWmap can be tiled, but the material itself cannot it seems. Attached is a screenshot of the material editor displaying what I am refering to.
The issue is that I have two layers, the Path texture, and the Grass texture. The Grass texture has high-detail grass on it, by tilling that texture, the effect is high-res grass in War3. It's very nice looking in-game, however, as you cannot give 1 object 2 UVmaps, I cannot do this as hoped.
The solution I discovered was creating the object twice, giving one of them the Path texture, and the other the Grass texture. As such I could enlarge to UVmap to tile the texture as needed. Thanks for the assistance.
I want to TILE a texture 100 times over a MESH. I Also want another texture OVER the 100 TILED texture, that new texture should NOT be tiled at all. Now 1 MESH cannot have 2 UVMAPS so how could I tile the texture for the Grass and not tile it for the Path?
As I said the solution is 2 objects, one right on top of the other.
You see, the model is the size of the entire terrain; in fact; the model IS the terrain. As such detail is very important. That is why I must tile with 2 objects rather than 1.
Bad idea.. because there is scale in editor and if you have to rescale terrain... you have to rescale model and texture.. Make a tile with your model on the ground...
It is not a bad idea, it works just fine. It allows me to add high detail terrain, cliffs, caves, buildings and more. This allows me to recreate a nearly identical clone of any terrain of any location. For example I have recreated Blood Gulch from Halo; however this technique could be used for anything, from the Boonta Classic podrace terrain to a college campus. Once this is released, War3 terraining will have an entirely new aspect. 100% modeled terrain.
I can use 3dsMAX quite well; and there is far greater fredom of modification is MAX than there is in War3. I can make a high cliff with a very detailed texture in 2 seconds, whereas with default War3 I would need to use WEU and raise ground, which elongates the texture and looks like crap. Quality is a lot better this way. I feel far more fluent with MAX than with default WE terraining.
i know i know.. but you are the only one who can work on your map..it's "WE 0% customable". For my mod, i create new terrain, new doodads, new cliffs and other of the team can make the maps.