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. >>>>>>>>>>> > > > > _______________________________________________ > 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