Wall Worm Forums

General Category => Counter-Strike (CS 1.6, CSS, CSGO) => Topic started by: CaptainCrazy on December 16, 2013, 10:00:07 AM

Title: Any specific requirements for blend textures in WWMT?
Post by: CaptainCrazy on December 16, 2013, 10:00:07 AM
Okay so I'm making a snow level and wish to use the blend texture in 3DS Max.  After seeing Shawn demonstrating it in his displacement tutorial i knew i simply had to get used to it.

Is it okay to switch from 'Standard' to 'Blend' or will that not work?  I had seen 'DirectX Shading' floating around in the documentation but I'm not quite sure why I'd have to use this and furthermore how to even use it as a blend texture.

I suppose that i could just use trial and error but I'd rather hear it from the horses mouth so to say, rather than wasting valuable time trying to get it to work.

Thanks!
Title: Re: Any specific requirements for blend textures in WWMT?
Post by: wallworm on December 17, 2013, 12:14:56 AM
I'll explain this in detail soon.
Title: Re: Any specific requirements for blend textures in WWMT?
Post by: wallworm on December 21, 2013, 01:06:03 PM
I have finally gotten around to explaining the process of creating your own WorldVertexTransition materials from Blend Materials (http://dev.wallworm.com/document/140/blend_materials_and_worldvertextransition.html).

And here is a new reference chart:

(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fdev.wallworm.com%2Fmedia%2F1%2Fimage%2Fpng%2Fpage%2F87_blendmaterial.png&hash=1efda6d15b90ad50ddf5cb51769c8dd42dcf2bee) (http://dev.wallworm.com/media/1/image/png/original/87_blendmaterial.png)