How can I make Blend textures?

Discussion in 'Mapping Questions & Discussion' started by gerhard2202, Nov 8, 2008.

  1. gerhard2202

    gerhard2202 L1: Registered

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    Hey, I've been looking into custom texture making and I already have custom decals and textures, even bump maps and water, but I have NO idea how to make a custom texture that could blend from a bright green custom grass to a yellow-brown cliff. Anyone know how I can do that?
     
  2. FaTony

    FaTony Banned

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    It's done via VMF file. It's a text file which specifies all material data. I believe there's some tuts somewhere here. Also, u can use valve material editor by running tf2 with "-tools" parameter.

    Also, there's nifty search feature.
     
  3. Apom

    Apom L6: Sharp Member

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    Blending is done through specific VMT shaders (used in place of the usual VertexLitGeneric for models or LightmappedGeneric for brushes).

    1. http://developer.valvesoftware.com/wiki/WorldTwoTextureBlend
    This one is mostly useless, it draws a texture on top of another (kind of a fixed overlay). Maybe the marked tiles (brown with the RED bomb symbol, blue with the BLU square symbol) are done this way, I'm not sure.

    2. http://developer.valvesoftware.com/wiki/WorldVertexTransition
    Also known as WVT material, it's made for alpha painting on displacements. I suppose this is what you are looking for.

    3. http://developer.valvesoftware.com/wiki/Blendmodulate
    Two much more elaborate mechanisms (used on top of, respectively, a LightmappedGeneric and a WorldVertexTransition), it looks like you can do some awesome stuff with this but it's a vastly greater level of complexity.
     
  4. Altaco

    Altaco L7: Fancy Member

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    The "option 2" $blendmodulatetexture looks like that's what's used for the alpine grass, it's a sharper transition between the grass and dirt.