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
   }   
}


Image

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, :D , 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.

Image

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
   }   
}


Image

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, :D , 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.

Image

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?