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

