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Posted

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

}

Posted (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 by 3Dnj
Posted

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

Posted (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)

fuagC.jpg

Edited by keres
Posted (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 by keres
Posted (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 by keres
Posted

I made the following texture this morning with the tool I made in just a matter of minutes :D

It's not my best work, but it's definitely something that would have taken me longer than thirty minutes.

MUE0y.jpg

Now to write a tool that generates a grid of rectangles of arbitrary shades...

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