Weellll that was actually another question. On how to make a blend 
modulate texture. But hmm..

Kevin Ottalini wrote:
> http://forums.tf2maps.net/showthread.php?p=21168
>
> According to that post,  Source/ TF2 doesn't like ssbump on blended 
> displacement textures. He says that all of the working textures used a 
> normal map.
>
> Looking in the TF2 materials list, I see however that ssbump is used for the 
> $bumpmap:
>
> material:
> blendgrassground001.vmt
>
> "WorldVertexTransition"
> {
>  "$basetexture" "Nature/dirtground007"
>  "$basetexture2" "Nature/rockground007"
>  "%tooltexture" "Nature/grass_02"
>  "%detailtype" "tf_granary_grass"
>  "%keywords" "tf"
>  "$bumpmap" "Nature/dirtground005_height-ssbump"
>  "$ssbump" "1"
>  "$surfaceprop" "dirt"
> }
>
> What I would do is start by copying a known working texture blend set and 
> rename it to your textures, make sure it still works, then substitute your 
> textures and verify that it still works, tweak as needed.
>
> These two articles might have some additional information:
> http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_EfficientSelfShadowedRadiosityNormalMapping.pdf
>
> http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf
>
> Chris Green in "Efficient Self-Shadowed Radiosity Normal Mapping" wrote:
> It is also possible to generate textures in this format through standard 3D 
> rendering packages, by the careful placement of area lights in the scenes. 
> Analogously, such maps could be captured from real world materials via 
> photography with appropriately placed lights and reflectors.
>
> lots of other great articles here:
> http://www.valvesoftware.com/publications.html
>
> qUiCkSiLvEr
>
>
> ----- Original Message ----- 
> From: "Jake Breen"
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
> Sent: Tuesday, August 26, 2008 2:12 PM
> Subject: Re: [hlcoders] height2ssbump
>
>
>   
>> 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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