Any way to make a multiblend material?

ArchieArchie Antarctica Join Date: 2006-09-19 Member: 58028Members, Constellation, Reinforced - Supporter, WC 2013 - Supporter
edited April 2016 in Modding
Just wondering if there is anyway to have a .material file similar to that of valves games, so say i can blend special materials into one another and have them come out looking much better? would be nice to have this feature inside spark editor.

something similar to this, or is there anyway around it to say if i wanted to specify multiple states for it.
"MultiBlend"
{
	"%keywords" "dota"
	"%tooltexture" "test/terraintest-1"

	"$basetexture4"		stone/stone_path007
	"$spectexture4"		stone/stone_path007_spec
	"$scale4"			3.0
	"$rotation4"			55.0

	"$basetexture3"		stone/stone_path008
	"$spectexture3"		stone/stone_path008_spec
	"$scale3"			1.75
	"$rotation3"			-15.0

//	"$basetexture3"		nature/blood_00
//	"$spectexture3"		nature/blood_00_spec
//	"$scale3"			3.0
//	"$rotation3"			55.0


	"$basetexture2"		nature/sand_cracked001
	"$spectexture2"		nature/sand_cracked001_spec
	"$scale2"			3.0
	"$rotation2 "			0.0

	"$basetexture"		stone/stone_path006
	"$spectexture"		stone/stone_path006_spec
	"$scale"			3.0
	"$rotation"			55.0

	"$fow" 				"_rt_fog_of_war"
}

Comments

  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    nizb0ag wrote: »
    Just wondering if there is anyway to have a .material file similar to that of valves games, so say i can blend special materials into one another and have them come out looking much better? would be nice to have this feature inside spark editor.

    something similar to this, or is there anyway around it to say if i wanted to specify multiple states for it.
    "MultiBlend"
    {
    	"%keywords" "dota"
    	"%tooltexture" "test/terraintest-1"
    
    	"$basetexture4"		stone/stone_path007
    	"$spectexture4"		stone/stone_path007_spec
    	"$scale4"			3.0
    	"$rotation4"			55.0
    
    	"$basetexture3"		stone/stone_path008
    	"$spectexture3"		stone/stone_path008_spec
    	"$scale3"			1.75
    	"$rotation3"			-15.0
    
    //	"$basetexture3"		nature/blood_00
    //	"$spectexture3"		nature/blood_00_spec
    //	"$scale3"			3.0
    //	"$rotation3"			55.0
    
    
    	"$basetexture2"		nature/sand_cracked001
    	"$spectexture2"		nature/sand_cracked001_spec
    	"$scale2"			3.0
    	"$rotation2 "			0.0
    
    	"$basetexture"		stone/stone_path006
    	"$spectexture"		stone/stone_path006_spec
    	"$scale"			3.0
    	"$rotation"			55.0
    
    	"$fow" 				"_rt_fog_of_war"
    }
    

    I think it could be done, you'd just have to write your own shader for it. Also keep in mind that Spark only supports one set of texture coordinates, but if it's for static geo you could fake it sort of by using the world-space position. Take a look at this: http://forums.unknownworlds.com/discussion/137654/nifty-greybox-auto-material
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