To make it really clear, you use it with...
$blendmodulatetexture

Jake Breen wrote:
> 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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