Talk:Lightmapped 4WayBlend

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Is there absolutely no way to use this in older engines like the 2013 Single/Multiplayer engines? This is perhaps the best shader I have seen since years... It makes things so much easier. Why wasn't this included years ago :( --JorisCeoen 14:38, 24 February 2014 (PST)

What are some example vmts?

How are they filtered in CSGO?

Are there any available?

SDK Aztec doesn't have any, after a brief inspection.

Revising and condensing the Supported Effects

This section should be done in a similar way to the "Additional Parameters" section in the page for $envmap. Rather than having an individual stub page for each parameter, just describe it briefly below the parameter listed. Most if not all of these parameters are exclusive to Lightmapped_4WayBlend, so why bother having a page for each one? --Stract (talk) 18:36, 11 July 2018 (UTC)

Agreed, this is kinda bad. Whoever does this should also make the to-be-old pages redirect to this page. Pinsplash (talk) 18:47, 11 July 2018 (UTC)

I've since updated the section to be formatted this way. Check how I indicated the parameter alternatives; is this a decent system? Is there some better or more clear alternative? I considered doing something like this:

$basetexture to $basetexture4 <texture>
See $basetexture. Defines the albedo texture for a given layer.

But I feel that looks a little strange and might be a little too verbose compared to what exists now. Thoughts? --Stract (talk) 16:16, 12 July 2018 (UTC)

i think the $basetexture[null/2/3/4] works fine. Use of each of the 4 is demonstrated in the example vmt too, so people should be able to get it. Pinsplash (talk) 16:27, 12 July 2018 (UTC)