I want to cry because Kevin is the only person so far that has understood what I'm saying. I said Blend Texture people not Blend Material. But yeah thanks for your help so far.
Kevin Ottalini wrote: > 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" <hlcoders@list.valvesoftware.com> > 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. >>>>>>>> > > > _______________________________________________ > 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