Lovely!! Thanks you two!

Chris Green wrote:
> Here's your answer, thanks to omega for wikifying my docs on this:
> http://developer.valvesoftware.com/wiki/Blendmodulate
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
> Sent: Tuesday, August 26, 2008 4:52 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] height2ssbump
>
> 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_EfficientSel
> fShadowedRadiosityNormalMapping.pdf
>   
>>     
> http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInT
> heOrangeBox.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"
>>     
> <[email protected]>
>   
>> 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" 
>>>>> <[email protected]>
>>>>> 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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