   Generating Textures for Heightmaps
  Hey all,This is a continuation from this thread here:http://www.gamedev.net/community/forums/topic.asp?topic_id=207018Its a shift from the actual terrain representation / generation to the actual texturing of terrain and randomly generated terrain.What are the best ways to texture a heightmap nicely?  I''ve read up a bit on splatting, and in that thread is an article at FlipCode on how to generate terrain from a greyscale heightmap.  It sort of falls apart in the source though, but the basic concept is there.So I guess I''m just looking for peoples oppinons / thoughts on how to best texture terrain to get a nice effect.  Keep in mind these patches are going to be small and beyond the ''play area'', randomly generated.  So I need something decent looking and pretty flexible too.Any ideas? 
  ive studied quite a bit on the subject, and i like a bastardized version of splatting personally.   Dredd________________________________________"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi ;  http://www.gamedev.net/community/forums/topic.asp?topic_id=179841Discussion of a method I use.~Wave ;  That looks pretty damn good Wavewash, but I''m a bit confused on a couple of parts.  I e-mailed you, but I figured I should probably post here for continuity.  If you reply to my e-mail before here, I''ll post it in here as well.Heres what I''ve gathered from your technique (which looks quite good btw).You''ve got a base texture (grass) and a secondary texture (sand).You make a new bitmap, the same size of your heightmap, to form your alphamap.  Where you want grass (base) you paint black and where you want sand, you paint white.  You put ''grey'' to use half of one and half of the other (or so I gather).Couple of questions on the ''alpha map'' section:1.  Why not use the black and white heightmap and just use that for your alpha map?2.  Failing that, what algorithm do you use to form this new alpha map?I''m a little confused on that part, as you can tell.Okay.  So you''ve got your alpha map now, you set your vertex colours to a specific alpha colour based on the map and you should be good to go.As long as the textures are seamless, this should work out perfectly correct?If I''ve missed something obvious, please let me know.  Also, about the alpha map too.  That''d be great, thanks =) ;  EDIT:  Found the problem with the source.  Using a 0.0 - 1.0 colour function when I thought it was 0 - 255.   [edited by - GroZZleR on February 15, 2004 6:15:48 PM];  thats what you get with wild pixelshading and 4 detail texturesplus base texturehttp://festini.device-zero.de/details.jpg   [edited by - Trienco on February 15, 2004 7:18:15 AM]