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Blending textures of different sizes in Source


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I can't remember if this was possible but I think I recall someone on the INS team doing this (or at least discussion of it; Bluestrike I'm looking your way :P).

Is it possible to blend two textures of different dimensions in Source (1024x1024 with --> 2048x1024) without having one texture stretch or shrink based on the size of the other?

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Hmm, after digging around I found this line

"$basetexturetransform2" "center .5 .5 scale 1 1 rotate 0 translate 0 0"

but it appears it only works with the shader type "WorldTwoTextureBlend" which appears to have been replaced by "WorldVertexTransition", and "$basetexturetransform2" seems to have no affect on it.

:(

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but I think I recall someone on the INS team doing this

It was me. I couldn't get it to work properly using the $basetexturetransform command. It almost seemed like it would randomly decide if it wanted to work or not. I managed to get some to work but not others and didn't really spend the time trying to figure out what was wrong, so i just resized my textures instead.

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Yeah, couldn't really go around that either on DM.

At this time, I'd just wait until we can learn more on the new blending system in Episode 2. Not sure the wiki has the info so far, but I remember in the Source Developers Conference '06 videos Robin Walker (think it was him) talking about it

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Texture sizes should not matter, the problem is where rock and ground textures meet.

Usually you want to scale up the rock faces to look good, but that means the other texture in the blend texture also gets rescaled.

Bastetexturetransform(2) should be usefull to scale only one of the 2 textures in the blend but like mentioned its not working.

I put it on valve's bugzilla and it got assigned but its still a questionmark if they fix it and when :)

hmm Skybex it works for the shader "WorldTwoTextureBlend" ?

I should try using that for my displacements then and see if it works, but a nasty sideeffect of that os is that the alpha's are inversed ingame compared to how it looks in hammer.

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