Texture blending in Nex?

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Texture blending in Nex?

Postby Clueless Newbie » Thu Jul 03, 2008 8:50 am

Does Nex support texture blending now? If so, how do I do it?
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Postby Strahlemann » Thu Jul 03, 2008 9:23 am

bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Clueless Newbie » Thu Jul 03, 2008 9:03 pm

Strahlemann wrote:read this article:
http://simonoc.com/pages/articles/terrain1_1.htm

I downloaded the example map on that site, zipped it with the included .pk3 files, and loaded the final level in Nexuiz. I got blended textures. Yippee!

Then I compiled the final example .map file and zipped it etc. No texture blending this time. Hmm.. Are there any flags I have to set in the compiler for this to work? Or is the problem that I'm using MacRadiant 1.4? Or something else?
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Postby tZork » Thu Jul 03, 2008 10:35 pm

shaderlist.txt need the shaders listed.
also, since some time nexuiz has some example blended textures included in:

textures/terrain/dotproduct2
textures/terrain/dotproduct2projected

that you can use as template. the examples from simonoc does not work really well since you never get 100% primary or 100% secondary with that shader layout.
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Postby keres » Fri Jul 04, 2008 6:15 pm

i realized out of some tests and the terrain maps included:

between the two alpha map brushes, is the blend area. Make the path with 100% alpha brushes, then go back and change a couple to 85% or 50%.
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