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Posts by reltham

  • Something new for CS:GO SDK

    • reltham
    • February 7, 2014 at 5:25 PM

    Oskmos,

    The textures I used in the samples for the docs pages were not made with the shader in mind either. That's why some of the parameters to the shader exist. They let you tune things to work pretty well. It might be worth spending a little time playing with the parameters a bit to get more interesting blends.

  • Something new for CS:GO SDK

    • reltham
    • February 7, 2014 at 9:03 AM

    Skjalg,

    I have been here off an on just looking, but I joined so I could post on this thread about the shader, since I worked on it and want to see it get used.

  • Something new for CS:GO SDK

    • reltham
    • February 7, 2014 at 8:34 AM

    There is a sample screenshot on the documentation page linked above. Here is a direct link to that image: https://developer.valvesoftware.com/w/images/8/83/…Of4WayBlend.jpg


    I don't have anything more at the moment. When I have more I'll share them.


    Maybe Oskmos will have some shots of his updated terrain using it soon?

  • Something new for CS:GO SDK

    • reltham
    • February 7, 2014 at 7:20 AM

    The new shader is derived from LightmappedGeneric which is used for regular brushes and for displacements with 2 texture blending (WorldVertexTransition). I did this so that you could take an existing material and upgrade it into a 4WayBlend material more easily. Since most of the stuff just works, you can often take an existing VMT change it from LightmappedGeneric/WorldVertexTransition to LightMapped_4WayBlend and then add in the parameters for the additional layers.


    It's useful to use this shader even if you don't use all 4 layers, because you have more control over the blending to give interesting results (instead of just being a linear gradient). It can give similar results to what you get with the $blendmodulatetexture feature of WorldVertexTransition stuff without requiring another texture per layer.


    Also, multiblend should not be used in CS:GO, the version in our branch is incomplete. It was an early test version of something done for DOTA2. It should have been cleaned up before shipping, but wasn't. We may remove it in the future. There is a final version of multiblend in DOTA2, but it's incompatible with the CS:GO branch of the rendering engine.

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