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I cannot boast to be an expert either, but back in the days of Orulex I was able to create a seemless surface texture pattern replacement that made low altitude flight a bit more realistic. But that was a simple exchange of dds files. For D3D9Client I assume it needs more than just to swap D3D9Moon_A.dds, D3D9Moon_B.dds, and D3D3MicroBlend.dds for some seemless texture images, does it ?
There's nothing else than creating textures and fine tuning a few lines of shader code. Nothing really complicated.
The texture file it-self contains a normal map in .r and .g channels. And a surface luminosity is stored in a .b channel. The luminosity is simply a grey-scale image of the terrain. It's important that 'brightness' is centered at 0.5f otherwise the micro texture would lighten or darken rendered results.
In Beta 17f - version we had two textures _A and _B those were mixed with MicroBlend.dds to hide the repetitive pattern. There also exists two layers of micro textures. The first one kicks in somewhere around 10k and the second one below 500m. Both layers have equal texture in 17f which is probably not a good idea.
In Beta 18 the rendering was changed a bit so that _A is a close up micro texture (<100m) and _B is a high altitude micro texture (100m-10k). In Beta 18 _A texture is simply noise nothing more.
So, the questing would be how to create these textures and how to mix them to get a good results. Do we need separate low and high altitude textures ? Of course, it would be possible to bring in a _C texture if two are not enough.



