Jump to content
The Dark Mod Forums

How do you fade one texture into another?


NeonsStyle

Recommended Posts

So how do you fade one texture into another? Say grass into dirt, like on the edge of a dirt track. On my map,

I have a driveway for carts etc, and it needs some cart tracks (patches) and grass humps (patches) and textures

blending the two together. Is there a way to do this that is also clipped?

 

Thx

 

Neon

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Link to comment
Share on other sites

If you look in the materials folder, you'll see some blended textures for a grass-path transition. The simplest thing is to use those on a middle brush or path, with the matched textures on either side. I think some are also like decals, which are overlays where one side is the path and the other side is clear, so the underlying grass would appear, which isn't a fade (decals do transparency but not fades) but still makes for a decent transition.

 

If you want more control, you'd model the entire path and transition area, then bake in 2 vertex paint colors which fade into each other, and then in the material file you can associate them to two textures, and then they'll blend in a nice fade. I haven't done it myself so I may have completely explained that wrong. But there should be a wiki article on it explaining how to do it.

 

My personal method is to use 5 patches. The center is the path, then two skinny dirt/grass cylinders on their side at the edges, then 2 dirt/grass terrain patches on the outsides. Then the path and terrain patches dig into to the top of the cylinder, so it looks like a mound of dirt at the transition. It looks good enough for me. It's not a fade or blend, still a sharp edge, but the mound look of it makes the sharpish edge believable IMO.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

Link to comment
Share on other sites

Wow thanks. Heaps of info there for me to digest. Not sure I understand a lot of what Demagogue said. Looks complicated, but good to learn.

 

Thanks.

 

Neon

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Link to comment
Share on other sites

Just interpret what I said as saying there's 3 different methods I know of:
1. Exactly the Roads wiki link DoubleOhZero posted
2. Exactly the link Obsttort posted
3. Just use all patches, with an 'n' shaped hump over the road-grass seams with no fading.
Nothing more than that.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

Thanks Dem, appreciate the help. I figured it was all patches and had them all down just didn't know how to make it work. :)

Edited by NeonsStyle

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

Link to comment
Share on other sites

And in DR 2.05 at some point Greebo will be fixing the dark-spot on exported .ASE models issue.

 

Excellent!

 

I am having a lot of trouble getting my own textures in to get the blending right. It works with your default material but I altered it to read as follows, and then it is rendered in game with the missing material placeholder.

blend_grass4_dirt001.mtr.txt

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 3 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
×
×
  • Create New...