• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Can someone tell me what multiblend does?
It allows for different materials to be shown on one brush or displacement allowing for a more randomized and detailed look.
[QUOTE=Sally;43583282]It allows for different materials to be shown on one brush or displacement allowing for a more randomized and detailed look.[/QUOTE] Unlike the typical blending, multiblend can use up to 4 different textures to blend between. This makes things significantly easier for transitions between say rock, a rock variant, grass, and sand, which would help break up monotony, as well as make things easier for larger scale terrain.
[QUOTE=Stiffy360;43583302]Unlike the typical blending, multiblend can use up to 4 different textures to blend between. This makes things significantly easier for transitions between say rock, a rock variant, grass, and sand, which would help break up monotony, as well as make things easier for larger scale terrain.[/QUOTE] So...it is something like the old random tile textures of GoldSrc?
[QUOTE=Killer monkey;43583248]Can someone tell me what multiblend does?[/QUOTE] [QUOTE]MultiBlend is a shader found in newer versions of Source (Alien Swarm and Dota 2). It allows for blending on displacement surfaces using up to four different materials. The texture preview in hammer requires you to set up additional VMT files for each texture to show up in the dialog. Those are not used by the shader itself. Note:Although present in the Alien Swarm version of Source, this shader does not seem to fully work and renders fullbright in-game. Note:This shader only works on displacements. [/QUOTE] [url]https://developer.valvesoftware.com/wiki/MultiBlend[/url] [B][U]You're welcome.[/U][/B]
Maybe a better example picture would be nice.
[QUOTE=Maestro Fenix;43583688]So...it is something like the old random tile textures of GoldSrc?[/QUOTE] No, source displacements have a 'alpha' field you can paint to, with a certain material setup this can blend between 2 textures. Multiblend is just a more advanced and flexible version of this; mainly it allows up to 4 textures to blend.
Do you have to use a nodded version of hammer to use it?
[QUOTE=wauterboi;43590548]Do you have to use a nodded version of hammer to use it?[/QUOTE] The shader had a problem when used in game proper, but in hammer it worked just fine.
Hola amigos, I'm back! Maybe I should leave more often, it seems people get more done when I go away! :v: That aside I'm now getting excited for all this new stuff, and I'll have a fair bit of time, finally, to work on mod materials and what-not now. Huzza for that!
I'm doing somewhat of a HL2 mod myself with little gameplay additions and changes, so this seems like the place to ask, what would I do to give the crossbow the same aiming properties as the rpg? I'm thinking of adding(or turning the RPG/crossbow into) a "Smart" rifle where one can adjust the rounds path, in-flight, but as a single shot sniper rifle instead.
[QUOTE=Campin Carl;43595770]I'm doing somewhat of a HL2 mod myself with little gameplay additions and changes, so this seems like the place to ask, what would I do to give the crossbow the same aiming properties as the rpg? I'm thinking of adding(or turning the RPG/crossbow into) a "Smart" rifle where one can adjust the rounds path, in-flight, but as a single shot sniper rifle instead.[/QUOTE] Sounds like a real good weapon, but ive no idea how to make it
I'm thinking it should work something like this, which basically makes it an RPG without the explosion and a zoom function: [url]http://www.youtube.com/watch?v=C4G6yjo9LaU[/url] But gee, after the engine updates, modding HL2 has become somewhat harder, I've been out of the game since before the engine updates.
[QUOTE=Campin Carl;43597059]I'm thinking it should work something like this, which basically makes it an RPG without the explosion and a zoom function: [url]http://www.youtube.com/watch?v=C4G6yjo9LaU[/url] But gee, after the engine updates, modding HL2 has become somewhat harder, I've been out of the game since before the engine updates.[/QUOTE] Something like this? [video=youtube;4yZjumWk49Q]http://www.youtube.com/watch?v=4yZjumWk49Q[/video]
[QUOTE=SFC003;43604641]Something like this? [video=youtube;4yZjumWk49Q]http://www.youtube.com/watch?v=4yZjumWk49Q[/video][/QUOTE] Probably more like the RPG, where you simply aim and it goes there, instead of directly 'steering' the bolts.
Yeah, more like the RPG, not a fan of the Singularity Seeker Rifle. Still struggling with understanding the .cpp files properly, not as easy as editing a 5 second swep in LUA for Gmod
Guess my return killed the thread... Anywho, expect new content in 1-2 days, depending on how fast I can do this texture up.
Awesome, it's been a fair while since we've seen any new texture work so I look forward to it.
In all honestly I just haven't posted much because people have been so anal lately. This used to be a fun-loving thread, not sure what happened though. I guess people saw things being worked on and formed their own very narrow ideas on how the mod should proceed, eh.
[QUOTE=Mr. Someguy;43650964]In all honestly I just haven't posted much because people have been so anal lately. This used to be a fun-loving thread, not sure what happened though. I guess people saw things being worked on and formed their own very narrow ideas on how the mod should proceed, eh.[/QUOTE] Hi, welcome to the internet. Please, take an opinion on your way in. And another. And another on your way to the restrooms. In fact, here, take a whole truckload, we're giving them away all day. Really, we can't get rid of them fast enough.
Sirlemon ruins thread
[QUOTE=xalener;43653501]Sirlemon ruins thread[/QUOTE] I'm the hero this thread deserves...but not the hero this thread needs.
What do you think guys? valve is gonna port the orange box games on the source 2 ? what the fuck? am I drunk while posting this ? why this post is fucking here...
[QUOTE=hakanefe43;43654096]What do you think guys? valve is gonna port the orange box games on the source 2 ?[/QUOTE] I hope not. Knowing them, they would break every existing mod, aswell as the games themselves. And they'd do it all very slowly.
[QUOTE=gk99;43654642]Knowing them, they would break every existing mod, as well as the games themselves.[/QUOTE] Mod compatibility with an older engine is probably the last thing one should think about if they try to do something new (add new features like level and asset streaming, throw out old cruft like lightmaps etc. etc.). And considering that Source2 primarily targets OpenGL, it's also next to impossible anyway since the shaders for Source1 are all DirectX HLSL. Also, what would be the point? It's not like the older engine will simply disappear the moment they publish the next one. What would be nice though is if they ported (remade?) the assets.
[QUOTE=CrystalGamma;43654782]Mod compatibility with an older engine is probably the last thing one should think about if they try to do something new (add new features like level and asset streaming, throw out old cruft like lightmaps etc. etc.). And considering that Source2 primarily targets OpenGL, it's also next to impossible anyway since the shaders for Source1 are all DirectX HLSL. Also, what would be the point? It's not like the older engine will simply disappear the moment they publish the next one. What would be nice though is if they ported (remade?) the assets.[/QUOTE] Hi, remember when everything got ported to the OB engine? How about when it got ported to steampipe? Think to yourself, what percentage of anybody who used any sort of mods ever were happy about this? For a game with this big of a modding community, modding compatibility is definitely something they should be thinking about.
[QUOTE=CrystalGamma;43654782]Mod compatibility with an older engine is probably the last thing one should think about if they try to do something new (add new features like level and asset streaming, throw out old cruft like lightmaps etc. etc.). And considering that Source2 primarily targets OpenGL, it's also next to impossible anyway since the shaders for Source1 are all DirectX HLSL. Also, what would be the point? It's not like the older engine will simply disappear the moment they publish the next one. What would be nice though is if they ported (remade?) the assets.[/QUOTE] did you forget how OS X and Linux use OpenGL
[QUOTE=chipsnapper2;43655771]did you forget how OS X and Linux use OpenGL[/QUOTE] My point was that the existing mods all use DX. [QUOTE=gk99;43655097]Hi, remember when everything got ported to the OB engine? How about when it got ported to steampipe?[/QUOTE] Do you remember how both versions were based on DirectX and how they were supposed to be an improvement of the older revision and not a new engine? (as, if the rumors I hear are right, this will be?) EDIT: What I really meant is that they should get rid of all the legacy cruft code and build a clean new engine, in addition to keeping the old one available.
[QUOTE=chipsnapper2;43655771]did you forget how OS X and Linux use OpenGL[/QUOTE] They use a directX wrapper, the engine has DX calls, and the wrapper converts them to OpenGL ones. It's not quite as simple as that (Watch Intel and Valve's talk about it).
[QUOTE=glitchvid;43657428]They use a directX wrapper, the engine has DX calls, and the wrapper converts them to OpenGL ones. It's not quite as simple as that (Watch Intel and Valve's talk about it).[/QUOTE] I thought that's what they wanted to do with their SteamOS while the Source Engine will be fully ported to OpenGL [url]http://blogs.valvesoftware.com/linux/faster-zombies/[/url]
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