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. >>>>>>>>>>>> >>>>>>>>>>>> >> >> _______________________________________________ >> 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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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