Talk:$detail: Difference between revisions
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== Description of detail textures == | == Description of detail textures == | ||
I think the description of the use of these textures should be changed, as they can be used for much more than applying small details. For instance, a full-color texture as the $detail texture, $detailblendmode set to 2 and $detailscale set to 1 can be used to apply a full color texture on top of another. I.E., the turrets from Portal 2. They use this for being covered in paint. | I think the description of the use of these textures should be changed, as they can be used for much more than applying small details. For instance, a full-color texture as the $detail texture, $detailblendmode set to 2 and $detailscale set to 1 can be used to apply a full color texture on top of another. I.E., the turrets from Portal 2. They use this for being covered in paint. | ||
== $detailtexturetransform == | |||
$detailtexturetransform seems to behave strangely. Setting it by itself doesn't seem to modify the detail texture. Using it as the resultVar of a TextureTransform material proxy doesn't do anything either. However, using it in a textureScrollVar of a TextureScroll material proxy does have an effect. I don't know what the deal is with that. (All this testing done in Portal 2, so may be different in other games.) For all of these tests, I've tried swapping out "$detailtexturetransform" for "$basetexturetransform" and saw the basetexture get modified as it should, but as $detailtexturetransform, it just does not seem to work as stated.--[[User:Obstipator|Obstipator]] 22:26, 27 December 2012 (PST) | |||
== Make formatting more consistent == | |||
The formatting of the list of parameters should probably be made consistent with that of other pages such as [[Lightmapped_4WayBlend#Parameters and Effects|Lightmapped_4WayBlend]] and [[$envmap#Parameters and Effects|$envmap]]. Why is there a header for each parameter? | |||
== $detailblendmode == | |||
Only options 0, 7, and 9-13 show more than a completely black face in cs:go. Can anyone confirm this and/or test it in other titles, too? .--[[User:ThunderKeil|ThunderKeil]] 14 August 2019 | |||
:I've tried using blendmode 7 on CS:GO just today, with a detailtexture of my own making (using only Red and Alpha channel). However, upon setting the blendmode to 7, the model viewer crashes upon refresh. I think this mode is now also broken... --[[User:JorisCeoen|JorisCeoen]] ([[User talk:JorisCeoen|talk]]) 13:12, 15 January 2021 (PST) |
Latest revision as of 15:54, 15 July 2024
Nice work on this, it's nice to see Source finally using Detail Mapping.--Gear 09:28, 11 Jan 2008 (PST)
blendmodes
there are 3 blendmodes(0;1;2), but I don't know how to call the third effect. --Pfannkuchen 19:33, 24 February 2010 (UTC)
Description of detail textures
I think the description of the use of these textures should be changed, as they can be used for much more than applying small details. For instance, a full-color texture as the $detail texture, $detailblendmode set to 2 and $detailscale set to 1 can be used to apply a full color texture on top of another. I.E., the turrets from Portal 2. They use this for being covered in paint.
$detailtexturetransform
$detailtexturetransform seems to behave strangely. Setting it by itself doesn't seem to modify the detail texture. Using it as the resultVar of a TextureTransform material proxy doesn't do anything either. However, using it in a textureScrollVar of a TextureScroll material proxy does have an effect. I don't know what the deal is with that. (All this testing done in Portal 2, so may be different in other games.) For all of these tests, I've tried swapping out "$detailtexturetransform" for "$basetexturetransform" and saw the basetexture get modified as it should, but as $detailtexturetransform, it just does not seem to work as stated.--Obstipator 22:26, 27 December 2012 (PST)
Make formatting more consistent
The formatting of the list of parameters should probably be made consistent with that of other pages such as Lightmapped_4WayBlend and $envmap. Why is there a header for each parameter?
$detailblendmode
Only options 0, 7, and 9-13 show more than a completely black face in cs:go. Can anyone confirm this and/or test it in other titles, too? .--ThunderKeil 14 August 2019
- I've tried using blendmode 7 on CS:GO just today, with a detailtexture of my own making (using only Red and Alpha channel). However, upon setting the blendmode to 7, the model viewer crashes upon refresh. I think this mode is now also broken... --JorisCeoen (talk) 13:12, 15 January 2021 (PST)