Excerpt from Mudrunner Modding Guide:
"Distributions: a texture (map) and a set of “brushes” that place plants over terrain. Map has 3
channels, 1 (RED) is density of plants, 2 (GREEN) is scale of plants, 3 (BLUE) is auxiliary information
(grid) not used by the Editor."
So the distribution textures are in .tga format with R(ed), G(reen) and B(lue) channels, no alpha mask that I'm aware of.
Greyscale masks are easy enough to grasp in general terms (black = 0, white = 255?). I've had some success editing the R (density) channel in Photoshop, but when I tried editing the G (scale) channel the editor throws up unending errors.
Are there limits or restrictions on the values that can be used here?
If I have a section of map (and a corresponding section of the .tga file) that has no distribution (that section is black/0 in the R channel) can that same section have a value (grey-white) in the G channel, or is that possibly what's causing my errors; trying to assign a scale to a non-existent density? I tried adding a white alpha channel and then saving the .tga but it didn't seem to make any difference. Any help you guys can throw my way would be greatly appreciated!