$seamless scale

From Valve Developer Community
Revision as of 07:43, 17 September 2008 by TomEdwards (talk | contribs) (good effort...cleaned!)
Jump to navigation Jump to search

$seamless_scale is a material command supported by LightmappedGeneric and WorldVertexTransition in the Orange Box. It was created to sidestep texture stretching issues on displacement surfaces.

Basic syntax

$seamless_scale <float>
LightMappedGeneric
{
	$basetexture Example\Example01
	$surfaceprop concrete
	$seamless_scale 0.005
}

Caveats

History

According to Episode Two's developer commentary, this feature was added in response to difficulties experienced with the creation of the antlion caves section. The complicated topography of the areas exaggerated a previously bearable material-stretching effect.

This effect is a result of how Source usually handles displacements: a UV map is locked to the vertices of a displacement surface, and when a vertex on it is translated the polygons linking it to its neighbours stretch or contract accordingly, carrying the texture with them. This can lead to polygons with squashed textures sitting beside others with stretched and blurred ones; an unpleasant effect.

$seamless_scale separates the material's coordinate system from the vertices of the displacement, allowing it to maintain a regular scale across an entire surface without any designer effort.