Blend texture inverted in editor

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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
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Hey gang,

I recently made a custom blend vmt of two existing textures, but for some reason the blend is inverted in appearance between editor and engine, any idea what could cause this?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
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My first guess would be something with the modulation texture, if you are using one. Hammer doesn't render using those, so if texture 1/2 are "opposite" of the modulation color tones, it might end up flipped in the engine? But I'm not sure if that even makes sense, too early.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
how would i.... check that?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I was going to say switch what is in the two basetexture fields, but now I realize that is silly and probably why it didn't make sense in the first place. Whatcha got in your VMT?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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"LightmappedGeneric"
{
"$basetexture" "woods/nature/forest_rock_01"
"$basetexture2" "nature/grass_08"
"$basetexturetransform2" "center 0 0 scale 0.5 0.5 rotate 0 translate 0 0"
"$bumpmap" "woods/nature/forest_rock_01_ssbump"
"$ssbump" "1"
"$surfaceprop" "rock"
"%keywords" "tf"

}

a mystery to be sure
 
Mar 23, 2013
1,013
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a mystery to be sure

you are using lightmappedgeneric. you need to use WorldVertexTransition
Also Boojun, hammer could render blendmodulate textures but seems to be bugy with those. I got mine once to work in hammer, by accidently using lightmappedgeneric as shader which, like in Penguins case, swaped the textures in hammer but made the blendmodulate work :O
 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Thank you