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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Custom blended textures
necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Monday, Jun. 8, 2009 07:38 pm
How does one go about in making a custom blended alpha texture? (if that is the correct terminology) By that I mean the standard textures that are used for alpha blending have a white border around the image and some also carry the name blend in the file name. The solid surface has the @ symbol and non solid surface do not carry this symbol. The problem I have seen is when laying two patches that have the @ symbol the result is a sparkling/shimmering effect. I thought I could create my own texture for the alpha blending by leaving out the @ symbol but the result is the same. My texture, minus the @ symbol does not have the white border. I have looked through various tuts but they show only how to bring two patches together with the relevant areas erased so the the underlying texture can show through. If there is a protocol for creating such a texture where can I find it and what tools will I need?
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necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Jun. 10, 2009 07:14 am
I think I am part way to solving this. There is a requirement to create a .shader file which, will include a little scripting. The shader file will have a mymap prefix and the pk3 file will have a sub-directory named scripts. This is where the script routine is called an it will get the relevant texture from the texture directory within the pk3 structure.
If I get to the bottom of it I will post.
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