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  1. #1
    Moderator WarMachine is on a distinguished road WarMachine's Avatar
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    Help with blend textures

    Does anyone know how to make blend textures? Like some dirt textures that you can put over another texture and blend the alpha.
    Thanks

  2. #2
    Mapper paulus95 is on a distinguished road paulus95's Avatar
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    Create a normal patch with a ground texture (or stone whatever..) and copy the patch and place it exactly at the same place. Now give this patch a texture with _blend or _decal behind it.
    Now select both patches and press Y. A window will pop up and select flatten and alpha.
    The inner and outer radius are the radius and amplitude is if you want to blend it slow or quick, just play with these buttons.


    Now in your 3D screen when you hold your mouse on the selected patches you will see 2 circle's, the inner circle (inner radius) and outer circle (outer radius)
    Now press alt + left mouse button (on the vertices) and your texture will blend

  3. #3
    Moderator WarMachine is on a distinguished road WarMachine's Avatar
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    Thanks for the reply Paulus. This shows how to blend a texture. Im looking for a way to make a blend texture. I know how to make alpha textures in Photoshop but they dont blend like other blend textures.

  4. #4
    Mapper/Moderator DaWizz will become famous soon enough DaWizz's Avatar
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    Quote Originally Posted by WarMachine View Post
    ...they dont blend like other blend textures.
    Can you explain?
    Or don't you know how to get the proper settings in the asset manager?
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  5. #5
    Moderator VeeTee is on a distinguished road VeeTee's Avatar
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    As in a clipping of the texture? Could be an issue in Assman.

    In the framebuffer operations make sure you have blendFunc set to blend as well as alphaTest set to GE128
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  6. #6
    Administrator snypir is on a distinguished road snypir's Avatar
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    in Photoshop, you need the DDS export tools from nvidia. I think TGA does alpha but I'm not sure.


    http://developer.nvidia.com/nvidia-t...dobe-photoshop




    when you do your asset manager entry for your alpha texture, I believe the default settings will work for alpha blend-able textures. By default settings I mean the Framebuffer operations area, the options with a * should work.

    blendFunc *Replace means the visible areas will cover other textures, the Blend option is for glass, things that are transparent.

    I'll run through a test or two, but I've done this before and I think it works. I think the alpha layer needs to be all white (full visibility) ? not positive yet

  7. #7
    Administrator snypir is on a distinguished road snypir's Avatar
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    So I was wrong... The alpha layer in PS doesn't matter, I used a jpeg with no alpha and it still blends. The important entry here seems to be in assman, the blendFunc needs to be set to Blend or it doesn't work.

  8. #8
    Moderator WarMachine is on a distinguished road WarMachine's Avatar
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    Thanks for the help. Its working now. I had alpha channel enabled that was causing the problem. On another note, do you know how to make cave entrance? I've tried a number of techniques but nothing looks good. The problem is with the texturing. No matter if I use Lmap or Natural settings on the textures, the seams are always visible. I was looking at caves in mp_jundland in stars wars mod and they look great. Any idea how to make caves like that?
    Thanks

  9. #9
    Administrator snypir is on a distinguished road snypir's Avatar
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    i make terrain in the rough area of the cave I want, then use the terrain tool to shape it upwards, use control + i to invert the texture. Cutting out entrances will involve a bit of work of cutting the patches or welding verts. I've never been neat about mating the floor and walls, I just let things collide, as long as it looks good from the players perspective. Maybe not the best way but its how I did my waterfall map. Then if it needs an outside you can copy/paste the patches and just raise them.

    For nice neat tunnels or mine shafts, there are better ways. But for caves like in the stock map Creek I think this is how its done.

    As for the textures lining up, there are ways to move the texture

    Alt + RMB will move the texture
    Control + Alt + RMB will rotate the texture
    (snap to grid applies to both)

    There are also texture flip X, Y and 90 buttons at the top of Radiant

    I usually set my patches flat, apply the texture and make sure everything aligns well, then shape the mesh, then apply lightmap or natural as needed. You will need to use the same for any patches next to each other or they wont look the same.
    Last edited by snypir; April 2nd, 2012 at 17:59.

  10. #10
    Mapper Gerry is on a distinguished road Gerry's Avatar
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    This works in WaW not sure for MW however I'd imagine it would.
    Apply the texture as best suites. Lmap, natural or set.
    Select any vertice on the mesh, bring up surface inspector & you'll be able to move the texture relative to the selected vertice.
    This allows you to fix most initial issues with the texture.

    shot0010.jpg
    Last edited by Gerry; April 2nd, 2012 at 18:48.

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