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How can I make Blend textures?

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

  1. gerhard2202

    gerhard2202 L1: Registered

    Positive Ratings:
    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

    Positive Ratings:
    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

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

    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.

    Also known as WVT material, it's made for alpha painting on displacements. I suppose this is what you are looking for.

    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.
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