WorldVertexTransition: Difference between revisions
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Note:If a material with this shader is used on a non-displacement surface, the Source engine will generate a warning, saying that support for this is going away soon. However, the warning incorrectly calls the shader "WorldTwoTextureBlend". It should also be noted that this warning has been there for a couple of years - see Valve Time.
(→Basic VMT Syntax: added real example from EP2) |
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Line 15: | Line 15: | ||
"[[$surfaceprop]]" "dirt" | "[[$surfaceprop]]" "dirt" | ||
"[[$blendmodulatetexture]]" "nature/blendtexture01" | "[[$blendmodulatetexture]]" "nature/blendtexture01" | ||
" | "%detailtype" "forest_floor_01" | ||
} | } | ||
Revision as of 19:09, 3 April 2008
- Used to blend materials on Displacement surfaces (terrain).
- The percentage blend of each of the two textures is defined by alpha painting in Hammer.
- Two basetextures are vertex lit.
Basic VMT Syntax
(from ep2/materials/nature/blendgrassdirt01.vmt
)
"WorldVertexTransition" { "$basetexture" "nature/forest_grass_01" "$basetexture2" "nature/forest_dirt_02" "$surfaceprop" "dirt" "$blendmodulatetexture" "nature/blendtexture01" "%detailtype" "forest_floor_01" }
Additional Parameters
- Use $basetexture2 and $bumpmap2 to define the second material.
