How can I make Blend textures?

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gerhard2202

L1: Registered
Nov 6, 2008
3
0
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?
 

FaTony

Banned
Mar 25, 2008
901
160
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.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
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.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
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.

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.