ElectroSheep Posted January 2, 2013 Report Posted January 2, 2013 (edited) Hey, I just made a stonefloor texture with some photos like this I took : http://www.mineralit...go/DSCF0256.JPG I put it on csgo with a blend mask : Unfortunatly I made spec maps but we can't use them with a blending shader Edit : Edited January 2, 2013 by 3Dnj cyberjunkie, cincinnati and ⌐■_■ 3 Quote
kikette Posted January 2, 2013 Report Posted January 2, 2013 Looks nice ! But under the snow, does the pepples aren't supposed to be wet (darker in that case because you can't use spec you said) ? Quote
ElectroSheep Posted January 4, 2013 Report Posted January 4, 2013 Yeah, it could be cool if there were a wet transition ^^ Quote
Kosire Posted January 8, 2013 Report Posted January 8, 2013 Hey, I just made a stonefloor texture with some photos like this I took : http://www.mineralit...go/DSCF0256.JPG I put it on csgo with a blend mask : Unfortunatly I made spec maps but we can't use them with a blending shader Are you using WorldVertexTransition? If you are, you can use $normalmapalphaenvmapmask 1. Example from l4d2: WorldVertexTransition { $basetexture "concrete/blacktop_ext_01" $basetexture2 "concrete/blacktop_ext_02" $ssbump 1 $bumpmap "concrete/blacktop_ext_01_height-ssbump" $SSBumpMathFix 1 $surfaceprop concrete $surfaceprop2 concrete $envmap env_cubemap $normalmapalphaenvmapmask 1 $envmaptint "[.1 .1 .1]" "%keywords" l4d2 } Quote
ElectroSheep Posted January 8, 2013 Report Posted January 8, 2013 (edited) For some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition". Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture My material : LightmappedGeneric { $basetexture2 "de_summitStoneFloor01_diff" $bumpmap2 "de_summitStoneFloor01_nmap" $surfaceprop2 "stone" $basetexture "de_summitSnow01_diff" $bumpmap "de_summitSnow01_nmap" $surfaceprop "snow" $blendmodulatetexture "de_summitStoneToSnow_blend" $envmap env_cubemap $normalmapalphaenvmapmask 1 $envmapcontrast 1 $envmapsaturation ".5" $envmaptint "[.1 .1 .1]" "%keywords" 3Dnj } Edited January 8, 2013 by 3Dnj Quote
Kosire Posted January 8, 2013 Report Posted January 8, 2013 For some reason, they use "LightmappedGeneric" for blend texture now in csgo, but it looks the same as "WorldVertexTransition". Also, $normalmapalphaenvmapmask works but kill the blendmodulatetexture My material : LightmappedGeneric { $basetexture2 "de_summitStoneFloor01_diff" $bumpmap2 "de_summitStoneFloor01_nmap" $surfaceprop2 "stone" $basetexture "de_summitSnow01_diff" $bumpmap "de_summitSnow01_nmap" $surfaceprop "snow" $blendmodulatetexture "de_summitStoneToSnow_blend" $envmap env_cubemap $normalmapalphaenvmapmask 1 $envmapcontrast 1 $envmapsaturation ".5" $envmaptint "[.1 .1 .1]" "%keywords" 3Dnj } Try $envmapmask It should work with blendmodulatetexture according to this Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead). Quote
ElectroSheep Posted January 8, 2013 Report Posted January 8, 2013 Lol, I was on this page early but I didn't see that : Incompatible with $normalmapalphaenvmapmask (use $envmapmask instead). I will try this thanks. Quote
keres Posted January 16, 2013 Report Posted January 16, 2013 (edited) Well this sort of has to do with texturing I found that when photosampling for tiles, I got a good result by taking a whole bunch of random squares in the image to break up some of the coherent details. This would take a long time for textures with a whole lot of tiles, so I wrote a tool to do all of it for me. You could even use it for bricks (or anything square-like.) This is a good test case: (clearly not a production texture, just as a test) Edited January 16, 2013 by keres kikette, Rick_D and ⌐■_■ 3 Quote
keres Posted January 16, 2013 Report Posted January 16, 2013 (edited) Absolutely I plan on doing some more work on it today, including adding a little GUI with Qt. I'll see where it can be uploaded after that is done. Edit: Screw Qt. I tried all this morning to get both 4.x and 5.x running with vs2010/2012 and mingw to no avail. Edit again: it's a command line tool. Nothing wrong with that! Windows build is good to go, and I plan on compiling the mac version either late tonight or early tomorrow and then I'll upload it all in one zip. Edited January 17, 2013 by keres ⌐■_■ 1 Quote
keres Posted January 17, 2013 Report Posted January 17, 2013 (edited) You can download it here on sourceforge: https://sourceforge.net/projects/batchsampler/ The source code (released under WTFPL, probably the most flexible license ever) is also available if you aren't faint of heart Edited January 17, 2013 by keres Quote
keres Posted January 17, 2013 Report Posted January 17, 2013 I made the following texture this morning with the tool I made in just a matter of minutes It's not my best work, but it's definitely something that would have taken me longer than thirty minutes. Now to write a tool that generates a grid of rectangles of arbitrary shades... ⌐■_■ 1 Quote
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