That's done with the alpha painting tool on the displacements, in hammer. -Tony
On Tue, Aug 26, 2008 at 11:28 AM, Jake Breen <[EMAIL PROTECTED]>wrote: > I meant the actual texture that determines which texture will show over > another texture. Like in Day of Defeat: Source > (materials/ground/snowgrassblendtexture.vtf) or Episode Two > (materials/nature/webblendtexture.vtf) > Tobias Kammersgaard wrote: > > It's actually pretty simple, unless you're talking about some sort of > > special blend texture I haven't heard about yet. > > > > This is the /Materials/Nature/blenddirtgrass008a.vmt file. Everything > more > > or less explains itself (just ask if it doesn't ;)) > > > > "WorldVertexTransition" > > { > > "$basetexture" "nature/dirtfloor012a" > > "$basetexture2" "nature/dirtfloor006a" > > > > "$detail" "overlays/macro01a" > > "$detailscale" .1 > > > > "%tooltexture" "nature/blenddirtgrass008a_tooltexture" > > > > "$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 > translate 0 > > 0" > > "$basetexturetransform2" "center .5 .5 scale 1 1 rotate 10 > translate > > 0 0" > > > > "%detailtype" "coastline_redgrass01" > > "$surfaceprop" "dirt" > > // "$bumpbasetexture2withbumpmap" "0" > > // "$bumpmap" "nature/dirtfloor012b_normal" > > "%keywords" "coastline" > > } > > > > /ScarT > > > > n 25/08/2008, Jake Breen <[EMAIL PROTECTED]> wrote: > > > > > >> Ok thanks Tony, just a quick question how would one go about making a > >> blend texture? Did you guys use any special tools because it looks > >> pretty complicated, and I just can't figure it out.. > >> > >> Tony "omega" Sergi wrote: > >> > >>> he needs us to update the sdk, I had to modify all of the tools for the > >>> > >> SDK > >> > >>> so that they run. Some still aren't updated. > >>> -Tony > >>> > >>> > >>> On Mon, Aug 25, 2008 at 12:15 PM, Chris Green < > [EMAIL PROTECTED] > >>> wrote: > >>> > >>> > >>> > >>>> It should work. What arguments are you giving and what happens when > you > >>>> run it? > >>>> > >>>> > >>>> -----Original Message----- > >>>> From: [EMAIL PROTECTED] > >>>> [mailto:[EMAIL PROTECTED] On Behalf Of Jake > >>>> > >> Breen > >> > >>>> Sent: Sunday, August 24, 2008 6:42 PM > >>>> To: Discussion of Half-Life Programming > >>>> Subject: [hlcoders] height2ssbump > >>>> > >>>> Has anyone got this working? I've tried to use it like I would with > >>>> height2normal, but no luck. > >>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>>> please visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> > >>>> > >>> > >>> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders