Jake,
    Try this or one of the associated links:
 http://developer.valvesoftware.com/wiki/WorldVertexTransition

The individual textures themselves are normal textures with pretty much all 
the normal attributes - all three textures probably need to be the same 
size.

The %tooltexture is the merged version of the two textures, I'm unsure 
exactly how Valve made them so that they are seamless but I suspect it's a 
function that a tool like PSP can perform - some sort of gradient / alpha 
applied to each individual texture and the two overlayed on each other.

Something like this is probably easily done in a dedicated tool that could 
be written in c# as well.

qUiCkSiLvEr



----- Original Message ----- 
From: "Jake Breen"
To: "Discussion of Half-Life Programming" <[email protected]>
Sent: Tuesday, August 26, 2008 11:36 AM
Subject: Re: [hlcoders] height2ssbump


> Ok people are obviously not understanding what I'm saying..I mean
> actually making the blend textures (Like the examples I gave in my last
> email...), I know how to apply a blend material.
>
> Tony "omega" Sergi wrote:
>> 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 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  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.


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