Help with similar textures having odd shading

Discussion in 'Mapping Questions & Discussion' started by What Is Schwa, Jun 16, 2011.

  1. What Is Schwa

    What Is Schwa L6: Sharp Member

    Messages:
    375
    Positive Ratings:
    220
    As you may have noticed, my latest version of Swift has a problem.
    [​IMG]
    I don't know much about textures, so I don't really know quite where to begin. I thought the two textures were using the same grass base texture.
    The two textures in question are:
    nature/blendgroundtograss007
    nature/blendrockgroundwallforest

    Any thoughts?
     
  2. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

    Messages:
    726
    Positive Ratings:
    273
    Could well be caused by the bumpmap not being the same. Not sure what ssbump does.
     
  3. Boylee

    aa Boylee pew pew pew

    Messages:
    1,068
    Positive Ratings:
    631
    Yeah I can't think of what it would be other than the second bump map, weird because I'm sure I've used these two textures before with no issue.

    Try dumping this in tf\materials\nature and replacing blendrockgroundwallforest with it.

    Loc n lol, background reading on ssbump: 1, 2
     
  4. What Is Schwa

    What Is Schwa L6: Sharp Member

    Messages:
    375
    Positive Ratings:
    220
    Well, that took away the odd shadowing... but...
    [​IMG]
     
  5. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    Ha ha!
     
  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,906
    Yea, I was thinking why not just use the blend you were using for everything else, and just make it complete grass, if you have to beld dirt and rock, thats easier than grass.
     
  7. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    It's the bumpmaps, Or rather the ssbumpmaps. they'll need the same ssbump if they're going to look good next to each other, otherwise terrible shading.

    Why? cause Valve only code what they need to.

    I had this issue a while ago, the only thing to do is take the ssbump out of the ground-grass blend and just have a flat texture. I think (hard to tell which textures have what shaders with how the info is laid out above)