Custom Blend material/bump map error Created 17 years ago2006-08-15 17:11:53 UTC by Xyos212 Xyos212

Created 17 years ago2006-08-15 17:11:53 UTC by Xyos212 Xyos212

Posted 17 years ago2006-08-15 17:11:53 UTC Post #193547
Im having a problem with my blend material. Im completely stumped here. Here is the problem:

I have 2 materials. Both custom. One is called cliff, the other grassy. Cliff is normal mapped with a specular reflection. grassy just a generic material. I have both these materials set to be blended. Here is the blend .vmt information:

"WorldVertexTransition"
{
"$basetexture" "mikematerials/cliff"
"$basetexture2" "mikematerials/grassy"
"$bumpmap" "mikematerials/cliff_normal"
"$envmap" "env_cubemap"
"$envmapcontrast" "1"
"$normalmapalphaenvmapmask" "1"

}

My problem is that the specular reflection and normal map is transitioning to the grass material when blended. I want the rocks to be normal mapped and reflected, and the grass to be normal in the blend.

My blend material was working fine. The normal map and reflection stayed with the rocks. For some reason, it just decided not to work properly for no reason. It was working after the SDK update, so its not that.
Removing the lines after the "basetexture2" makes no difference. If I remove them the cliff material will not be normal mapped.

Is there a line in the .vmt file to isolate the cliff material for the surface properties? I know this works because:

1: It was working before this.

2:Lost coast does this with the wet rocks in the beginning.

This is kind of an advanced texture question so its alright if it cant be answered, but I really need some help on this.

Also, you cant GCF scape materials from lost coast. Their folder is not there like Episode 1. They have not released the material for use yet by the outside. So, I cant see their blend vmt file to reference it to my own :(
Posted 17 years ago2006-08-15 18:28:47 UTC Post #193550
It may be the update...I'll say this because my map I was working on...All but suddenly my whole map went crazy...Half of my triggers refused to work and set-ups would just stop all together.

Then this is what has scared me...My lights..Some rooms which I lit have just stopped working. This was yesterday and I grew sick of it cause everything I would change didn't fix it and ruined my map.

So this is just a suggestion but it 'may' be the update yet again.

However Interlopers would help you lots more and I believe they have great tutorials. I'm suggesting this because there are some pro's who hang around there who help lots.

Good luck.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-15 19:42:17 UTC Post #193560
Maybe try giving the grass a normal map of, nothing.
Posted 17 years ago2006-08-15 22:00:48 UTC Post #193568
Ah ha! I got it! It appears to have a normal map on both even when cubemaps were built, but once you quit and reload with the saved cubemap information it works! Here is a pic of the material in action!

http://img211.imageshack.us/img211/9421/yaoj7.jpg

IM just so happy!
Posted 17 years ago2006-08-15 22:09:49 UTC Post #193569
That gold part looks funky.
Luke LukeLuke
Posted 17 years ago2006-08-15 22:13:42 UTC Post #193570
Posted 17 years ago2006-08-15 22:43:01 UTC Post #193571
Still looks kinda wierd.

Seems like its sticking out further than it should.
Luke LukeLuke
Posted 17 years ago2006-08-15 22:47:32 UTC Post #193572
Looks like water flow above it... if thats animated in game it'll look nice.
Posted 17 years ago2006-08-16 07:34:48 UTC Post #193608
You did know you should always reload the map after buildcubemaps, right?
Posted 17 years ago2006-08-16 10:31:06 UTC Post #193613
NO, the effect takes over after buildcubemaps is typed. Only small things like this merit restarting the map.

The only thing restarting the map does for cubemaps is if HDR is on, and cubemaps need to be build in LDR and HDR.

I dont think it looks weird. Understanding that EVERYTHING in life has some kind of specular reflection helps appreciate it more. Even organic objects reflect light. :)

I really like the effect, since its supposed to be on a beach where the tide just left :)

Anyway, this was a test map. If it was a real map I would of attatched the faces of the mountain to a cubemap where I wanted the reflection to be referenced from. Right now, its reflecting the grass, which creates a green effect.
Posted 17 years ago2006-08-16 13:16:42 UTC Post #193633
Yes xyos, everything reflects light, thats the reason we see. But your reflections look like water, not anything else.
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