Problem with displacements alpha texture
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Re: Problem with displacements alpha texture
Posted by Arzie on Sun Nov 14th at 7:18am 2004


Well i got a little problem here. Its hard to explain, so ill post couple of pics . I looked the tutorial at here, displacements part II (http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=113)
All go good so far, until i start to edit vmf with notepad. At alpha, it says something like:

"row0" "255 255 255 255"
"row1" "255 255 255 255"
"row2" "255 255 255 255"
"row3" "255 255 255 255"

now, if i change the whole "row3" to "0 0 0 0", ill go to hammer and open the map, it looks something like this:

http://koti.phnet.fi/anttis/tgf/pic.gif

Now, i dont want it go THAT way, i want it as the top of the hills are rock, and other down parts are grass. Ill try to remake the terrains and stuff, but still it makes it wrong way :S. So whats the problem?





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Re: Problem with displacements alpha texture
Posted by Zevensoft on Sun Nov 14th at 10:56am 2004


Try:

"row0" "0 0 0 0"
"row1" "0 0 0 0"
"row2" "0 0 0 0"
"row3" "255 255 255 255"

Instead.




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Re: Problem with displacements alpha texture
Posted by Arzie on Sun Nov 14th at 11:36am 2004


? quoting Zevensoft

Try:

"row0" "0 0 0 0"
"row1" "0 0 0 0"
"row2" "0 0 0 0"
"row3" "255 255 255 255"

Instead.


Well then its just changin the rock to grass, and grass to rock. You can figure as the numbers as the playfield, top to down. If i change the last 255 to 0, it'll make a alpha texture "dot" at the down left corner, all trough at Z axis. I want it to be as the number is from side of the map





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Re: Problem with displacements alpha texture
Posted by ReNo on Sun Nov 14th at 1:14pm 2004


Its far from ideal at the moment, as the array of numbers in notepad doesn't represent the terrain in hammer perfectly (ie. its NOT that the top left number in the array is the top left corner of the terrain in hammer, its actually bottom left I believe). Trust me though, you can definately use notepad as I suggested to get terrain alpha masking the way you want...

That path for example was done using notepad. Sure it took a wee bit of time and trial and error to get looking right, but its possible. I suggest you just try putting all 0's in the alpha section in notepad, with a single 255 at once of the corners, and seeing which corner of the notepad array, represents each corner of the terrain in hammer. Once you have that figured out, you know which edges are which edges and so you can easily figure out what to make rock and what to make grass.

[addsig]




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Re: Problem with displacements alpha texture
Posted by Orpheus on Sun Nov 14th at 1:21pm 2004


looks like this trick was used on those light fixtures duncan

strange building, nice but strange.. tis yours?

[addsig]




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Re: Problem with displacements alpha texture
Posted by Arzie on Sun Nov 14th at 1:36pm 2004


Ah, now i figure it out somehow. Needed just little thinking . Its hard tho with notepad.

Aye, it is a nice looking map there.





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Re: Problem with displacements alpha texture
Posted by Orpheus on Sun Nov 14th at 1:56pm 2004


? quoting Arzie

Ah, now i figure it out somehow. Needed just little thinking . Its hard tho with notepad.

Aye, it is a nice looking map there.

assuming you sorted it out, with no assistance from your fellow members, you may claim credit for the kill..

but you must type the solution down, and then change the responce to answered, which is blue.

if a fellow members answer was correct, mark theirs blue instead.

[addsig]




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Re: Problem with displacements alpha texture
Posted by Arzie on Sun Nov 14th at 2:23pm 2004


I am sorry about it, but i didnt understand the whole thing there . I was looking at ReNo's map, and thought than theres no need to do it with side ways, cause you can do all at top to down. Like, making "255 255 0 255" makes a texture dot at the map, you can place it on top of the hill, so it make the top as alpha texture.

and im not trying to get credit here with anything.





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Re: Problem with displacements alpha texture
Posted by Orpheus on Sun Nov 14th at 2:38pm 2004


/me looks at members number and talks slowly.. *slides into admin mode for a moment*

ok, our site is set up in such a way as to have a limited successful search option.. it uses keywords to find answers to problems, in this way you do not post as many redundant questions.. (you as in forum members, not you personally)

ok, you the member who began this thread have the option of marking correct answers "correct" .. the yellow answers are perspective possibilities for you to chose from.. or if they are of no assistance and you personally figure out a solution you may post the answer, and mark it as correct.

the thing is, do not take credit prematurely, and do not mark answers correct or incorrect until you are certain they are so.

now, you claim to have solved your dilemma, post the solution and mark it correct, so the database can benefit from your knowledge..

there is a drop down box with choices.. use it.

hope that made more sense..

*slides back out of admin mode*

[addsig]




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Re: Problem with displacements alpha texture
Posted by ReNo on Mon Nov 22nd at 12:55am 2004


I'm going to mark my suggestion as correct just to get this case closed. The problem was obviously just a small misunderstanding of how the array of numbers in notepad relates to the grid in hammer. I don't think my answer was particularly helpful to this person but I do believe it explains all you can hope to about the topic.
[addsig]





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