[article] Displacement Surfaces 2: Alpha Masking

[article] Displacement Surfaces 2: Alpha Masking

Re: [article] Displacement Surfaces 2: Alpha Masking Posted by ReNo on Mon Nov 22nd 2004 at 1:02am
ReNo
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Posted 2004-11-22 1:02am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
This is a discussion topic for the article "Displacement Surfaces 2: Alpha Masking" by ReNo which can be found here

Article description:

Texture variation within a terrain surface
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Re: [article] Displacement Surfaces 2: Alpha Masking Posted by Fakedawg on Tue Nov 30th 2004 at 4:08pm
Fakedawg
21 posts
Posted 2004-11-30 4:08pm
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21 posts 62 snarkmarks Registered: Nov 21st 2004 Occupation: Airforce Location: Norway
Well - Even though it is more or less obsolete now, it did serve it's purpose for a while - gj!
Re: [article] Displacement Surfaces 2: Alpha Masking Posted by rustic_chik69 on Thu Dec 2nd 2004 at 8:24am
rustic_chik69
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Posted 2004-12-02 8:24am
1 post 0 snarkmarks Registered: Dec 2nd 2004 Occupation: High school student Location: Australia
GoOd StUfF!
Re: [article] Displacement Surfaces 2: Alpha Masking Posted by Sleeper0013 on Wed Dec 15th 2004 at 9:21am
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Posted 2004-12-15 9:21am
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How bout that t00t for creating your own Blends. 8)
Re: [article] Displacement Surfaces 2: Alpha Masking Posted by Labmonkey on Fri Jan 7th 2005 at 2:28pm
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Posted 2005-01-07 2:28pm
1 post 0 snarkmarks Registered: Jan 7th 2005 Location: DK
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.
Re: [article] Displacement Surfaces 2: Alpha Masking Posted by Vulcan on Wed Jan 19th 2005 at 6:55pm
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Posted 2005-01-19 6:55pm
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There is just a little problem with the textures. Some of them valve did not create properly and they show a purple and black checkerboard. You will have to recreate those vmt and vtf files :D
Re: [article] Displacement Surfaces 2: Alpha Masking Posted by Bash on Sun May 29th 2005 at 10:58am
Bash
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Posted 2005-05-29 10:58am
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3 posts 0 snarkmarks Registered: Feb 21st 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?
Re: [article] Displacement Surfaces 2: Alpha Masking Posted by Le Chief on Fri May 9th 2008 at 8:30am
Le Chief
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Posted 2008-05-09 8:30am
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Nice Tutorial Reno :)