Author Topic: [SOLVED] Layering Textures  (Read 5363 times)

ShadowNinjaDudeMan

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[SOLVED] Layering Textures
« on: January 02, 2008, 11:29:39 am »
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.
« Last Edit: January 02, 2008, 02:38:29 pm by ShadowNinjaDudeMan »
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Survivor

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Re: Layering Textures
« Reply #1 on: January 02, 2008, 12:00:10 pm »
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

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Re: Layering Textures
« Reply #2 on: January 02, 2008, 12:19:40 pm »
er... can you put that in slightly simpler terms...
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Survivor

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Re: Layering Textures
« Reply #3 on: January 02, 2008, 01:41:55 pm »
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

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Re: Layering Textures
« Reply #4 on: January 02, 2008, 01:44:17 pm »
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.
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Survivor

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Re: [SOLVED] Layering Textures
« Reply #5 on: January 02, 2008, 03:45:49 pm »
Don't forget blendfunc filter to remove the white.
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Plague Bringer

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Re: [SOLVED] Layering Textures
« Reply #6 on: January 07, 2008, 08:15:17 pm »
Or you could cut the brush and have the trim as a completely different brush.
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Odin

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Re: [SOLVED] Layering Textures
« Reply #7 on: January 08, 2008, 12:59:46 am »
Or you could use a patch mesh...

Supertanker

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Re: [SOLVED] Layering Textures
« Reply #8 on: January 08, 2008, 02:21:18 am »
I use Plague Bringer's method a lot. It's easy making brushes for trim once you learn the Clipper tool.

TRaK

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Re: [SOLVED] Layering Textures
« Reply #9 on: January 08, 2008, 02:46:21 am »
Yeah, clipper+shift-enter make trim much easier to do by simply cutting brushes up without adversely affecting performance.

n.o.s.brain

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Re: [SOLVED] Layering Textures
« Reply #10 on: January 08, 2008, 04:30:39 am »
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

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Re: [SOLVED] Layering Textures
« Reply #11 on: January 08, 2008, 11:08:56 am »
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
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