Re: [article] Displacement Surfaces 2: Alpha Masking
Posted by Fakedawg on
Tue Nov 30th 2004 at 4:08pm
21 posts
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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 Sleeper0013 on
Wed Dec 15th 2004 at 9:21am
1 post
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Registered:
Dec 15th 2004
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
1 post
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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 Bash on
Sun May 29th 2005 at 10:58am
Posted
2005-05-29 10:58am
3 posts
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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?