mod.io · Mod 6479852
河川水纹 Water Textures - Rivers
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Beschreibung
把河床刷成水面。七种程序化水纹材质,专门用来表现高海拔到低海拔的河流——
从雪线下的山涧急流,到宽谷里的深潭缓流。
【先说清楚三件事】
一、这不是可通航的真水面。
它是地形贴图(Landscape → Ground 笔刷),没有反射、船开不进去、不参与水位计算。
它只负责好看。
二、平原图完全不需要。
这个包存在的意义是表现"高差"。地图是平的话,挖一条真河比刷贴图省事得多,
装它没有任何意义。只有高差明显、能看出"上游—下游"变化的山地 / 丘陵 / 峡谷
地图才用得上。
三、水位线以下的真水会盖住它。
要刷在略高于水位的地方,或者被填平的旧河床上。
【为什么会有这个 mod】
TF3 里"真水"只能靠把地形挖到水位线以下生成。窄溪、季节性河、断流河段、
砾石滩、被填平的旧河道——这些挖不出真水,只能涂地形材质假装。
本体只给了 water_dirty(一潭暗绿死水)和 river_bed(干河床),
做山地河谷根本不够用。
【七种材质】
01 湿卵石河床 断流河段、砾石滩、河心洲
02 河水(浅滩) 河岸浅水、可涉水河段
03 山涧急流 陡坡河段、跌水、堰口
04 河水(清澈) 平缓河段的主力水纹
05 河水(深潭) 河心、弯道深水区
06 湿河沙 边滩、河湾沙洲
07 河水(浑浊) 汛期含沙水、河口过渡段
【怎么用】
建造 → 地形 → 地面(Ground)笔刷 → 右侧分类选「水体(Water)」。
顺流刷下去:上游用急流,中游用浅滩 / 清澈,下游用深潭 / 浑浊,
两侧用卵石或河沙收边。
【技术】
· 7 张 2048×2048 DDS(albedo DXT1,normal 与 metal-gloss-ao DXT5)
· 全部程序化生成(FFT 周期噪声 + 卵石堆叠),天然无缝平铺
· 无第三方素材,可自由再分发
· 纯装饰,不改存档数据,不依赖任何其它 mod
Paint a river bed to fake a river surface. Seven procedural water textures made for high-relief mountain valleys - from whitewater creeks below the snow line down to slow, deep pools in a broad valley. THREE THINGS TO GET OUT OF THE WAY 1. This is NOT navigable water. It is terrain paint (Landscape -> Ground brush). No reflections, no ships, no water-level simulation. It only has to look right. 2. Flat maps do not need this at all. The whole point is relief. On flat ground it is far easier to dig an actual river than to paint a fake one, so this pack adds nothing there. It is meant for mountain / hill / canyon maps where you can actually see an upstream-to-downstream progression. 3. Real water below the water line will cover these textures. Paint them slightly above the water line, or on an old river bed that has been filled in. WHY THIS EXISTS In TF3 real water only exists where you dig terrain below the water line. Narrow creeks, seasonal rivers, dry stretches, gravel bars, filled-in channels - none of those can hold real water, so they have to be painted. Vanilla offers exactly two textures: water_dirty (a dark green stagnant pond) and river_bed (a dry bed). That is not enough to build a mountain valley. THE SEVEN TEXTURES 01 Wet River Pebbles dry stretches, gravel bars, mid-channel islands 02 River Water (Shallow) margins, fords, wadeable sections 03 Mountain Stream steep drops, weirs, intake channels 04 River Water (Clear) the workhorse for calm reaches 05 River Water (Deep) thalweg, outside of bends 06 Wet River Sand point bars, sandy spits 07 River Water (Muddy) flood season silt, estuary transition HOW TO USE Build -> Landscape -> Ground brush -> pick the "Water" category on the right. Work downstream: rapids upstream, shallow/clear mid-stream, deep/muddy downstream, and line the banks with pebbles or sand. TECHNICAL - Seven 2048x2048 DDS sets (albedo DXT1; normal and metal-gloss-ao DXT5) - Fully procedural (FFT periodic noise + pebble packing), tiles seamlessly by design - No third-party assets, free to redistribute - Cosmetic only: does not touch save data, has no dependencies
Paint a river bed to fake a river surface. Seven procedural water textures made for high-relief mountain valleys - from whitewater creeks below the snow line down to slow, deep pools in a broad valley. THREE THINGS TO GET OUT OF THE WAY 1. This is NOT navigable water. It is terrain paint (Landscape -> Ground brush). No reflections, no ships, no water-level simulation. It only has to look right. 2. Flat maps do not need this at all. The whole point is relief. On flat ground it is far easier to dig an actual river than to paint a fake one, so this pack adds nothing there. It is meant for mountain / hill / canyon maps where you can actually see an upstream-to-downstream progression. 3. Real water below the water line will cover these textures. Paint them slightly above the water line, or on an old river bed that has been filled in. WHY THIS EXISTS In TF3 real water only exists where you dig terrain below the water line. Narrow creeks, seasonal rivers, dry stretches, gravel bars, filled-in channels - none of those can hold real water, so they have to be painted. Vanilla offers exactly two textures: water_dirty (a dark green stagnant pond) and river_bed (a dry bed). That is not enough to build a mountain valley. THE SEVEN TEXTURES 01 Wet River Pebbles dry stretches, gravel bars, mid-channel islands 02 River Water (Shallow) margins, fords, wadeable sections 03 Mountain Stream steep drops, weirs, intake channels 04 River Water (Clear) the workhorse for calm reaches 05 River Water (Deep) thalweg, outside of bends 06 Wet River Sand point bars, sandy spits 07 River Water (Muddy) flood season silt, estuary transition HOW TO USE Build -> Landscape -> Ground brush -> pick the "Water" category on the right. Work downstream: rapids upstream, shallow/clear mid-stream, deep/muddy downstream, and line the banks with pebbles or sand. TECHNICAL - Seven 2048x2048 DDS sets (albedo DXT1; normal and metal-gloss-ao DXT5) - Fully procedural (FFT periodic noise + pebble packing), tiles seamlessly by design - No third-party assets, free to redistribute - Cosmetic only: does not touch save data, has no dependencies
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