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.
>>>>>>>>                 
>
>
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>   


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