Re: [article] Displacement Surfaces 2: Alpha Masking
Posted by Fakedawg on Tue Nov 30th at 4:08pm 2004
Well - Even though it is more or less obsolete now, it did serve it's purpose for a while - gj!

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Re: [article] Displacement Surfaces 2: Alpha Masking
Posted by Sleeper0013 on Wed Dec 15th at 9:21am 2004
How bout that t00t for creating your own Blends. 8)
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Re: [article] Displacement Surfaces 2: Alpha Masking
Posted by Labmonkey on Fri Jan 7th at 2:28pm 2005
Thx helped me out alot.
for that blend texture,you can just make your own.
"WorldVertexTransition"
{
"$basetexture" "name of your texture"
"$basetexture2" "name of your texture"
"%tooltexture" "nature/blenddirtgrass001a_tooltexture"
"$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
"$basetexturetransform2" "center .5 .5 scale 4 4 rotate 0 translate 0 0"
//"%detailtype" "grassland1"
"%keywords" "wasteland"
}
But use a easy to find name.cause it will showup as a grass texture in the browser. dunno how to change that yet.
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Re: [article] Displacement Surfaces 2: Alpha Masking
Posted by Bash on Sun May 29th at 10:58am 2005
Nice tutorial...
I have some problems with creating my own blend textures.
I've created a .vmt with
"WorldVertexTransition"
{
"$basetexture" "de_dust/groundsand03"
"$basetexture2" "de_dust/tilefloor01"
"%tooltexture" "nature/sandblend"
"$detail" "overlays/macro01a"
"$detailscale" .1
"$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
"$basetexturetransform2" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
"%detailtype" "smiff_test"
}
And in the hammer it appears only as the broken purple/black tex... dunno why... anyone has an idea?
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