Page 2 of 2

Posted: Sun Jan 11, 2004 11:41 pm
by wacko
hey, great idea! never thought of going this way!
As long as u don't use all 10x10=100 textures but instead edit those lets say 10 or 15 so they fit together, and use them as often as possible, this is probably the best method to avoid those ugly transitions!

Posted: Mon Jan 12, 2004 3:19 pm
by bdbodger
another way is a COD type of texture . You make a texture that has an alpha channel and use shades of gray in the alpha channel so that the texture goes to black or dark gray in the areas you want blented so that it blends into another texture then place it 1 unit above the other texture .

Image

and the shader

Code: Select all

textures/test/blend
{
	qer_editorimage textures/test/blend.tga
	qer_keyword terrain
	qer_keyword dirt
	qer_keyword masked
	qer_keyword bdbodger
	surfaceparm stone
	{
		map textures/test/blend.tga
		rgbGen identity
		depthWrite
		alphaFunc GE128
	nextbundle
		map $lightmap
	}
}

Posted: Mon Jan 12, 2004 4:21 pm
by Franko74
It's an another great idea too..
so i think, we must collect lots of idea, and send to EA Games for pay :wink: