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[SOLVED] Layering Textures

Started by ShadowNinjaDudeMan, January 02, 2008, 11:29:39 AM

ShadowNinjaDudeMan

How do you layer textures, without there being a 3d ledge.

e.g.

On a wall trim, say at the bottom, I want to put on some trim, however, I want it to be flush with the wall ad not to stick out, like painting something over an existing wall.

Ive seen this in loads of maps, but I cant seem to get the trick right.
Quote from: Colynn' on August 13, 2009, 05:21:09 PM
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

Survivor

using a shader to offset the image for flat surfaces or a decal entity for more complicated stuff. Shouldn't be hard to find.
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ShadowNinjaDudeMan

er... can you put that in slightly simpler terms...
Quote from: Colynn' on August 13, 2009, 05:21:09 PM
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

Survivor

The offset method used in for example blood splatters involves a .jpg of blood with a white background. The white background gets cancelled out by the blendfunc filter in the shader while the polygonoffset parameter makes sure it's lifted off the texture but so slightly that visually it's unnoticable. Be sure to have the surface at exactly the same height as the floor if you are for example making a bloodsplatter on the floor. You can check the example out in your transit.pk3

Quote from: Transit.shader file
textures/transit/jher_flood_d_blood1
{
   surfaceparm noimpact
   surfaceparm nonsolid
   surfaceparm trans
   polygonoffset
   {
      map textures/transit/jher_flood_d_blood1.jpg
      blendfunc filter
   }
}

The decal way is q3map2 specific
http://en.wikibooks.org/wiki/Q3Map2#Q3Map2-specific_entities
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ShadowNinjaDudeMan

ooh. I see.

So I make a brush, caulk all the sides except the one facing out, and texture that side with a texture that has polygonoffset.

Aha, all is made clear, many thanks.
Quote from: Colynn' on August 13, 2009, 05:21:09 PM
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

Survivor

Don't forget blendfunc filter to remove the white.
I'm busy. I'll ignore you later.

Plague Bringer

Or you could cut the brush and have the trim as a completely different brush.
U R A Q T

Odin


Supertanker

I use Plague Bringer's method a lot. It's easy making brushes for trim once you learn the Clipper tool.

TRaK

Yeah, clipper+shift-enter make trim much easier to do by simply cutting brushes up without adversely affecting performance.

n.o.s.brain

WOA!!!! i never knew that.  i would first clone, then clip, then clip the clone the other way, and end up with the same result, and a lot more work, lol

Survivor

http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#2PointClipping
I really didn't write all that so it could be skipped. There is a lot of useful information in it even if you just run through it once.
Also a nice clipping tutorial, with pictures.
http://quake3world.com/forum/viewtopic.php?f=10&t=31628
I'm busy. I'll ignore you later.