Alex Vertax wrote:Hello.
Theoretically I can add such a feature.
Practically, it will be very not optimal, because 20Kx20K texture will use 1.2GB of memory.
In this case it is better to make bitmask support + converter.
Bitmask will only use 50MB of memory in this case, and will not be size limited at all.
Hi Alex, I'm bothering you again.
Some time ago you implemented for me the possibility of adding a bitmask in the underwater generation field of a terrain.
I also purchased your HugeTexture asset because I needed to use a B/W map greater than 8K.
Unfortunately I still can't fully understand how it all works.
By selecting BitMask I have the possibility to add a "TextAsset" file which I think is the extension of the BitMask (but which I don't know where to find) and if I click on "Open BitMask Converter" I can insert a Raw file and convert it into the "Text Asset" file that I need.
(Although I have no idea what to put in the threshold field )
But now I have the problem that I can't get the Raw.
Huge Texture creates a HugeRaw but I can't use it in the cornvert because it doesn't accept the format.
However, when I create a "Regular Texture" during the creation of the terrain, I have the possibility of having only png or jpg.
Can you insert a system that allows me to also convert HugeRaws into Text Assets?
Can you also add the Raw format when creating "Regular Textures"?
Thank you very much for your patience and availability