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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 10-18-2008
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Default Issue with blend texture and bump maps?

So here's the problem. I'm trying to set up a blend texture for my new map, I can get it to render correctly without bump maps, but as soon as I add the two normal's to the .VMT I get black rendered displacements. Anyone know the cause/solution? I believe I've seen blend textures with normal map's before, and no problems with them either... That's why I'm wanting help.




Also, here's the .vmt so please point out any issues I may have made here...

Code:
"LightmappedGeneric"
{
	"$basetexture" "sf/sand1brown"
	"$bumpmap" "sf/sand1_normal"
	"$basetexture2" "fluffy/stone/stonewall02b"
	"$bumpmap2" "fluffy/stone/stonewall02b_normal"
	"%tooltexture" "fluffy/blendstonesand01tool"
	"$surfaceprop" "Dirt"
	"$surfaceprop2" "Concrete"
	"%keywords" "blend, flufy, stone, wall, floor, ground, sand"
}
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Old 10-18-2008
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why is the wall tex and the floor tex in one vmt?
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Old 10-18-2008
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"LightmappedGeneric"

Thats your problem I think.
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Old 10-18-2008
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there is this tuto about texturing, but in french. you may be able to understand because there is a lot of pics and vmt-vmf code examples

http://alucardmapping.halflifexpert....=tutotexturing
if you need any traduction, tell me
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Old 10-18-2008
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as billeh said LightmappedGeneric should be replaced by WorldTwoTextureBlend
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  #6  
Old 10-19-2008
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shit. That makes more sense. Thanks guys. Havent worked with blend textures too much.

Last edited by Fluffy; 10-19-2008 at 04:09 AM.
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Old 10-19-2008
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Just for reference. The only thing that's been stable so far is LightmappedGeneric without bump maps in the VMT. For some reason, whenever I use anything else I still get these lighting anomalies on the displacements. (black shadows in weird streaks that arent relative to lighting)


***note***

I noticed that there are only like 3 textures that ever use worldtwotextureblend as a shader parameter and it isnt for blend textures. It's more for something else as far as I can see... It involves a base texture and a detail texture, but nothing for blend textures or bump maps for that matter... You guys probably were thinking of WorldVertexTranslation but even that had lighting artifacts and wont work...

Last edited by Fluffy; 10-19-2008 at 04:39 AM.
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Old 10-19-2008
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i ment WorldVertexTransition. did you by chance spell it wrong? WorldVertexTransition =/= WorldVertexTranslation (what you wrote)

i have done blend textures before with 2 bumpmaps (although it was the same bumpmap)

this might shed some light on the situation

$bumpmap

also try this
Code:
"WorldVertexTransition"
{
	"$basetexture" "sf/sand1brown"
	"$bumpmap" "sf/sand1_normal"
	"$surfaceprop" "Dirt"

	"$basetexture2" "fluffy/stone/stonewall02b"
	"$bumpmap2" "fluffy/stone/stonewall02b_normal"
	"$surfaceprop2" "Concrete"

	"%tooltexture" "fluffy/blendstonesand01tool"
	"%keywords" "blend, flufy, stone, wall, floor, ground, sand"
}
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11:29 p.m. - ☢ AZgAg: did the fgd was moved?

Last edited by arenaceous; 10-19-2008 at 07:45 AM.
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Old 10-20-2008
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oops. I did spell it wrong. Got it right in the VMT though. Good news is I almost got the worldvertextransition working with bump maps. I rebuilt the map and it looks like the only problems is that this shader really doesnt take kindly to darker shadows. It's either super dark, or it's just above the half lit part... A little lighting tweek should work
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Old 10-20-2008
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Quote:
Originally Posted by Fluffy View Post
oops. I did spell it wrong. Got it right in the VMT though. Good news is I almost got the worldvertextransition working with bump maps. I rebuilt the map and it looks like the only problems is that this shader really doesnt take kindly to darker shadows. It's either super dark, or it's just above the half lit part... A little lighting tweek should work
lower the lightmap scale of the displacements?
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