actualy exporting ssbump? or what you mean what you need for a blend
texture?..for the normal blend textures you just need 2 tileing
textures..and you can even use specular on the differnt materials..here is
an example of vmt file i wrote for some specular rocks with a mat like
finish on the sand..u can use any combo of lightmapped material for this.
the normal map has the alpha to determin the specular highlights.
sorry i dint have time right now to look aty the materials you posted..ill
look latter when im on the machine that ahs those files
"WorldVertexTransition"
{
"$basetexture" "nature/sand2"//was sand2
"$basetexture2" "nature/ceuta_rock"
"%tooltexture" "nature/blendrocksgrass006a_tooltexture"
"$bumpmap" "Nature/ceuta_rock_nm"
"$bumpmap2" "Nature/rock_red_nm3"
"$surfaceprop" "rock"
"%keywords" "sah"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmaptint" "{250 165 77}"
"$envmapcontrast" 1
"$envmapsaturation" 1
"$basetexturenoenvmap" 1
"$basetexture2noenvmap" 0
"$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0
0"
"$basetexturetransform2" "center .5 .5 scale 8 8 rotate 0 translate
0 0"
//"%detailtype" "rocks1"
}
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