Decals would have group number asigned to them. 1 would be the decal group as they are now in the game. 2 would be a masked group of decals or a particular masked decal that has been asigned to a particular group 1 decal. Group 2 would be unmasked by an unmaskmap2 that would be constantly updated as erosion creates difference in the heightmap. There could be a group 3 also that would be the same as group 2 but instead of heightmap difference the unmaskmap3 would record the tyre paths.
Here are some example decals file lines that might hopefully shed some light to my thinking.
Decals file line as it is now:
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[266.635193 384.566376] 3.090670 32.000000 1.000000 @example/decal/dirt.png
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[266.635193 384.566376] 3.090670 32.000000 1.000000 @example/decal/topsoil.png 1
[266.635193 384.566376] 3.090670 32.000000 1.000000 @example/decal/beneathtopsoil.png 2
[266.635193 384.566376] 3.090670 32.000000 1.000000 @example/decal/tyrepath.png 3
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[266.635193 384.566376] 3.090670 32.000000 1.000000 @example/decal/topsoil.png @example/decal/beneathtopsoil.png @example/decal/tyrepath.png
And a picture. Green is heightmap erosion difference (unmaskmap2) and blue is tyre path (unmaskmap3).