Firstly Ignore my hideously laid overlays, etc, etc...
So the dark tracks are an overlay I made from some cs texture; groundsnow01_tracks
(its actually was a blend).
So I've also used the blend texture in my map and sort o flike the light alpha blending I have done and would like my overlay to be of a similar nature.
So I've been digging around on Valve wiki and should I start adding an $alpha value something like 0.25?
Or I could just try rotate a texture on a disp face in the corner and try blend at 45 degrees? which would probably look as basicas I have it now without the different shades of darkness?
Also I never knew you could rotate textures etc in the VMT ($basetexturetransform ), So decals can be rotated?
A couple of questions about vmt parameters.
A couple of questions about vmt parameters.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
adding $alpha 0.25 changes to this, which is somewhere near to waht I wanted, the dark areas left I think were fromw hen I blended underneath the overlays.
I'm happy
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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- npc_combinegunship
- Posts: 782
- Joined: Tue Nov 07, 2006 12:03 am
- Location: Parent's Basement
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Looks good.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/