As far as i know, DX6 is not fully supported and result in quite some
graphic issues, so it's best if you don't use it.

For the other problems, unfortunately i don't have much knowledge in these
areas to help :(

2010/1/19 Robert Briscoe <[email protected]>

> Also wanted to add that I've been additionally having problems with the
> "UnlitTwoTexture" shader only working properly if I use
> "UnlitTwoTexture_DX6", this also causes a secondary problem using DX6 mode
> in that it causes artifacts with the flashlight. Anyone else experienced
> this or know why it's broken?
>
> Thanks,
> Rob
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Robert
> Briscoe
> Sent: 18 January 2010 09:06
> To: 'Discussion of Half-Life Programming'
> Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and
> $detail play nice?
>
> I'd be very grateful if you let me know if you manage to get this working
> on
> 2.0b!
>
> Thanks!
> Rob
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Christopher
> Harris
> Sent: 17 January 2010 22:32
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and
> $detail play nice?
>
> I've been working on this for our mod, but the shader is this way from
> 2.0 instruction limits. For 2.0b and up I've been working to allow all
> these things together.
>
> Christopher Harris
> Software Engineer
> Research Network Incorporated
> 770-235-8190
>
> On Jan 17, 2010, at 5:15 PM, Saul Rennison <[email protected]>
> wrote:
>
> > Not a fix but: from the screenshot those textures look awesome :o
> >
> > Thanks,
> > - Saul.
> >
> >
> > 2010/1/17 Robert Briscoe <[email protected]>
> >
> >> Yeah sorry that's what I meant! My vmt looks like this:
> >>
> >> "WorldVertexTransition"
> >> {
> >>       "$blendmodulatetexture" "esther/nature/Blendmod_02"
> >> //      "$seamless_scale"       "0.005" - disabled as it really
> >> messes
> >> things up!
> >>       "%detailtype"           "esther_grass01"
> >>       "$basetexture"          "esther/nature/rock/rockface_002"
> >>       "$basetexture2"                 "esther/nature/grass/grass_001"
> >>       "%tooltexture"          "esther/nature/grass/grass_001"
> >>
> >>       "$detail" "esther/nature/rock/rocks_depth"
> >>       "$detailscale" "0.20"
> >>
> >>       "$surfaceprop" "rock"
> >>       "$surfaceprop2" "grass"
> >> }
> >>
> >> I have also quickly made a comparison image here which shows how it
> >> breaks:
> >> http://www.littlelostpoly.co.uk/PVT/Misc/blendmodbroke.jpg
> >>
> >> thanks again,
> >> Rob
> >>
> >>
> >> -----Original Message-----
> >> From: [email protected]
> >> [mailto:[email protected]] On Behalf Of Saul
> >> Rennison
> >> Sent: 17 January 2010 20:43
> >> To: Discussion of Half-Life Programming
> >> Subject: Re: [hlcoders] Making WorldVertexTransition,
> >> $blendmodulate and
> >> $detail play nice?
> >>
> >> Have you tried using *$blendmodulatetexture* instead?
> >>
> >> Thanks,
> >> - Saul.
> >>
> >>
> >> 2010/1/17 Robert Briscoe <[email protected]>
> >>
> >>> Hi everyone,
> >>>
> >>>
> >>>
> >>> I've recently hit a bit of a bump in the road with my mod recently
> >>> due to
> >>> issues I'm currently having with the WorldVertexTransition shader.
> >>> I have
> >>> discovered that you can't have $detail and $blendmodulate (and/or
> >> $seamless
> >>> scale) enabled at the same time with WorldVertexTransition and it's
> >> causing
> >>> me some big problems. The problems seem to come from the $detail
> >> parameter
> >>> as all the other options seem to work together fine.
> >>>
> >>>
> >>>
> >>> I'm wondering if it's actually at all possible to fix the
> >>> WorldVertexTransition shader to make these parameters work nicely
> >> together?
> >>> I'm no coder, but I'd appreciate any help or advice you could give
> >>> me! If
> >> I
> >>> could get this solved the visual quality of my mod could be
> >>> immensely
> >>> improved!
> >>>
> >>>
> >>>
> >>> Thanks,
> >>>
> >>> Rob Briscoe
> >>>
> >>> P.S. more info on the mod can be found here:
> >>> http://www.littlelostpoly.co.uk/devblog/
> >>>
> >>>
> >>>
> >>> _______________________________________________
> >>> 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
> >>
> >>
> > _______________________________________________
> > 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
>
>
>
>
>
> _______________________________________________
> 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

Reply via email to