mikebart@Posted: Sun Jul 27, 2008 3:21 pm : i'd like to be able to determine the strength of a detail map using vertex color, but im not sure how to make the 'inversevertexcolor' multiply over the 'vertexcolor' instead of just a strait blend, or is it not possible?.
Code:
textures/dbrick_soil_blend
{
noSelfShadow
noshadows
stone
qer_editorimage textures/dbricks01_d.tga
{
blend bumpmap
map textures/dbricks01_local.tga
vertexcolor
}
{
blend diffusemap
map textures/dbricks01_d.tga
vertexColor
}
{
blend specularmap
map textures/dbricks01_s.tga
vertexColor
}
{
blend bumpmap
map textures/dbricks01_local.tga
inverseVertexColor
scale 1, 1
}
{
blend diffuse
map textures/soil01_d.tga
scale 16, 16
inverseVertexColor
}
{
blend specular
map textures/soil01_s.tga
scale 16, 16
inverseVertexColor
}
}
rich_is_bored@Posted: Mon Jul 28, 2008 9:12 am : It's not possible. It's just a standard blend transition.
6th Venom@Posted: Mon Jul 28, 2008 9:59 am : It's possible... here's the very first material from Hell.mtr for exemple:
Code:
textures/rock/sharprock_dark_lavascroll_ns
{
qer_editorimage textures/rock/sharprock_dark_lava1
noSelfShadow
noshadows
{
blend bumpmap
map addnormals (textures/rock/sharprock_local, heightmap (textures/rock/newdarkrock_bmp.tga, 10) )
}
{
blend diffusemap
map textures/rock/sharprock_dark
vertexColor
}
{
blend specularmap
map textures/rock/sharprock_dark_s
vertexColor
}
{
blend bumpmap
map addnormals( textures/hell/lava1_local.tga, heightmap( textures/hell/lava1_h.tga, 9 ) )
scale 2,2
}
{
blend diffusemap
map textures/hell/lavascroll.tga
scale 2,2
inverseVertexColor
}
{
map textures/hell/lavascroll
scale 2,2
maskcolor
}
{
blend specularmap
map textures/hell/lava1_s.tga
scale 2,2
translate time * .02 , time * -0.05
inverseVertexColor
}
{
blend gl_dst_alpha , gl_one
map textures/hell/lava1fx.tga
rgb fireballtable[ time * .05 ]
scale 2,2
translate time * .01 , time * -0.025
inverseVertexColor
}
{
blend gl_dst_alpha , gl_one
map textures/hell/lava1fx.tga
rgb fireballtable[ time * .25 ]
scale 3,3
translate time * -.02 , 1
inverseVertexColor
}
}
mikebart@Posted: Wed Jul 30, 2008 5:27 am : thanks for the quick replys, but I couldnt get it to work for my shader, so I ended up with this:
Code:
textures/dbrick_soil_blend3
{
qer_editorimage textures/dbricks01_d.tga
{
blend bumpmap
map textures/dbricks01_local.tga
VertexColor
}
{
blend diffusemap
map textures/dbricks01_d.tga
VertexColor
}
{
blend specularmap
map textures/dbricks01_s.tga
VertexColor
}
{
blend filter
map textures/dbricks_detail.tga
}
{
blend diffusemap
map _black
inverseVertexColor
}
}

Its actually more useful for me this way, the detail's strong everywhere but I can paint some black into the vertex's.
Kristus@Posted: Wed Jul 30, 2008 9:52 am : 6th Venom wrote:
It's possible... here's the very first material from Hell.mtr for exemple:
So, exactly what does that do?
6th Venom@Posted: Wed Jul 30, 2008 7:45 pm : Don't know,

, not tested it... just saw it was there.
mikebart@Posted: Thu Jul 31, 2008 3:06 am : Its a crazy texture to look at, im pretty sure its doing what I asked about originally, 2 emissive lava textures scroll up and down over the inversevertexcolor and the vertexcolor is just a static rock.

im still trying to simplify it to get it to work for the bricks, but I keep breaking it, does the maskcolor stage mask all the stages below it?, do the stages need to be in a particular order for it to work?
mikebart@Posted: Sun Jul 27, 2008 3:21 pm : i'd like to be able to determine the strength of a detail map using vertex color, but im not sure how to make the 'inversevertexcolor' multiply over the 'vertexcolor' instead of just a strait blend, or is it not possible?.
Code:
textures/dbrick_soil_blend
{
noSelfShadow
noshadows
stone
qer_editorimage textures/dbricks01_d.tga
{
blend bumpmap
map textures/dbricks01_local.tga
vertexcolor
}
{
blend diffusemap
map textures/dbricks01_d.tga
vertexColor
}
{
blend specularmap
map textures/dbricks01_s.tga
vertexColor
}
{
blend bumpmap
map textures/dbricks01_local.tga
inverseVertexColor
scale 1, 1
}
{
blend diffuse
map textures/soil01_d.tga
scale 16, 16
inverseVertexColor
}
{
blend specular
map textures/soil01_s.tga
scale 16, 16
inverseVertexColor
}
}
rich_is_bored@Posted: Mon Jul 28, 2008 9:12 am : It's not possible. It's just a standard blend transition.
6th Venom@Posted: Mon Jul 28, 2008 9:59 am : It's possible... here's the very first material from Hell.mtr for exemple:
Code:
textures/rock/sharprock_dark_lavascroll_ns
{
qer_editorimage textures/rock/sharprock_dark_lava1
noSelfShadow
noshadows
{
blend bumpmap
map addnormals (textures/rock/sharprock_local, heightmap (textures/rock/newdarkrock_bmp.tga, 10) )
}
{
blend diffusemap
map textures/rock/sharprock_dark
vertexColor
}
{
blend specularmap
map textures/rock/sharprock_dark_s
vertexColor
}
{
blend bumpmap
map addnormals( textures/hell/lava1_local.tga, heightmap( textures/hell/lava1_h.tga, 9 ) )
scale 2,2
}
{
blend diffusemap
map textures/hell/lavascroll.tga
scale 2,2
inverseVertexColor
}
{
map textures/hell/lavascroll
scale 2,2
maskcolor
}
{
blend specularmap
map textures/hell/lava1_s.tga
scale 2,2
translate time * .02 , time * -0.05
inverseVertexColor
}
{
blend gl_dst_alpha , gl_one
map textures/hell/lava1fx.tga
rgb fireballtable[ time * .05 ]
scale 2,2
translate time * .01 , time * -0.025
inverseVertexColor
}
{
blend gl_dst_alpha , gl_one
map textures/hell/lava1fx.tga
rgb fireballtable[ time * .25 ]
scale 3,3
translate time * -.02 , 1
inverseVertexColor
}
}
mikebart@Posted: Wed Jul 30, 2008 5:27 am : thanks for the quick replys, but I couldnt get it to work for my shader, so I ended up with this:
Code:
textures/dbrick_soil_blend3
{
qer_editorimage textures/dbricks01_d.tga
{
blend bumpmap
map textures/dbricks01_local.tga
VertexColor
}
{
blend diffusemap
map textures/dbricks01_d.tga
VertexColor
}
{
blend specularmap
map textures/dbricks01_s.tga
VertexColor
}
{
blend filter
map textures/dbricks_detail.tga
}
{
blend diffusemap
map _black
inverseVertexColor
}
}

Its actually more useful for me this way, the detail's strong everywhere but I can paint some black into the vertex's.
Kristus@Posted: Wed Jul 30, 2008 9:52 am : 6th Venom wrote:
It's possible... here's the very first material from Hell.mtr for exemple:
So, exactly what does that do?
6th Venom@Posted: Wed Jul 30, 2008 7:45 pm : Don't know,

, not tested it... just saw it was there.
mikebart@Posted: Thu Jul 31, 2008 3:06 am : Its a crazy texture to look at, im pretty sure its doing what I asked about originally, 2 emissive lava textures scroll up and down over the inversevertexcolor and the vertexcolor is just a static rock.

im still trying to simplify it to get it to work for the bricks, but I keep breaking it, does the maskcolor stage mask all the stages below it?, do the stages need to be in a particular order for it to work?