Blend Textures

A Tutorial for Source Engine

Attention Gamer! We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending noxious points.
  • Post: Give noxious your thoughts on this Tutorial.
  • Vote: Help noxious win the Monthly Awards.
  • Rate: Give this Tutorial a rating out of 10.
  • Flag: Alert moderators and warn members of a problem with this Tutorial.
  • Watch: Get notified when this Tutorial is updated.
Mascot

Stop Lurking!

Sign up

Already a Bananite? Login

Updates

Update
  • Fixed underscores -- Thank's Tom (finally)
noxious avatar
noxious avatar DEAD
Member Joined 7y
822 points Ranked 5622nd
32 medals 6 rare
  • Submitted 15 Models Medal icon
  • 8-14 Entries! GameBanana’s Christmas Giveaway 2015 Medal icon
  • Returned 1000 times Medal icon
  • 10 submissions featured Medal icon
  • 8-14 Entries! GameBanana’s Christmas Giveaway 2016 Medal icon
  • 6 years a member Medal icon
noxious avatar
noxious
1y
Update
  • Edited -- easier understandable -- article!
noxious avatar
noxious avatar DEAD
Member Joined 7y
822 points Ranked 5622nd
32 medals 6 rare
  • Submitted 15 Models Medal icon
  • 8-14 Entries! GameBanana’s Christmas Giveaway 2015 Medal icon
  • Returned 1000 times Medal icon
  • 10 submissions featured Medal icon
  • 8-14 Entries! GameBanana’s Christmas Giveaway 2016 Medal icon
  • 6 years a member Medal icon
noxious avatar
noxious
1y

Tutorial - Blend textures

Hi,

In this tutorial, I'm going to write down the method of making blend textures. I want to warn everyone, that I'm using Photoshop, I don't know other photo editing softwares, so I will use this anyways. If you prefer other programs, like GIMP or whatever, go ahead and use that.

You will need the following programs:

  • A photo editing software
  • VTFEdit
  • Notepad++

The reference textures

First of all, you need two separate, but totally seamless texture. However, the textures must be quadrant and bigger than or equal of 1024x1024 pixels. This is necessary for good looking textures! I recommend DeviantArt, Gamebanana's texture section or maxTextures for quality and free textures, but don't forget to name the original texture artist(s)! Always read the license. If you found the textures which you like, simply go to the next step.

Base Textures

These are the textures which you are planning to blend together, follow these easy steps below.

1. Resizing, organizing:

1. Place your textures on the desktop
2. Open up your textures in a photo editing software
3. Resize both to 1024x1024 pixels, this is optimal for Source Engine games
4. Create a folder on your desktop, name it as "blendtextures"
5. Save them to your desktop like this: "blend001_basetexture_a" & "blend001_basetexture_b"
6. The format must be *.TGA or *.PNG for the best quality

2. Converting to Valve Texture File (.VTF):

1. Simply, drag and drop your textures into the shortcut of VTFEdit
2. Click "OK"
3. Save the first texture (CTRL+SHIFT+S), name it as "blend001_basetexture_a"
4. On your desktop, there is a folder called "blendtextures", put it into that folder
4. Repeat this with the another texture, but name it as "blend001_basetexture_b"

Tooltexture (Photoshop)

This step is not necessary, if you are lazy you can skip this part. For the "tooltexture" you want to blend your textures like this. If you are using Photoshop, simply follow my steps below.

Editing in Photoshop & converting:

1. Create a new image
2. Set the size to 1024x1024 pixels, click here to view the settings
3. Open your textures, which are located on your desktop
4. Create three layers, like bottom, middle and top -- it should look like this
5. Select the top layer, then click on "Add layer mask" -- preview here
6. Now, select "Gradient Tool" or press "G", make sure your settings are look like this
7. Then hold "SHIFT", click into the top left corner and draw a diagonal line
8. If you did everything well, the end result have to be a nice smooth diagonal blending
9. Right click on "Layer mask thumbnail" → "Refine mask..."
10. A window will pop up, then search for "Contrast" and set it to "50%" like I did here
11. Save it to your desktop and name it as "blend001_tooltexture"
12. Simply, drag and drop the texture into the shortcut of VTFEdit
13. Click "OK" → save it as "blend001_tooltexture", then put it into "blendtextures" folder

The Valve Material File (.VMT)

It's the easiest part, you only have to copy and paste my codes & follow my steps just as before.

1. Organizing & copy-pasting:

1. Create a new text (*.TXT) document inside "blendtextures" folder, name it as "blend001"
2. Copy and paste this piece of code below:
"WorldVertexTransition"
{

"$basetexture" "blendtextures/blend001_basetexture_a"
"$basetexture2" "blendtextures/blend001_basetexture_b"
"$surfaceprop" "concrete"
"$surfaceprop2" "sand"
"%tooltexture" "blendtextures/blend001_tooltexture"
"%keywords" "blendtextures"
}
3. Then click on "File" → "Save as..." and set the file extension to "All types (.)"
4. As I said before, name it as "blend001" and the extension MUST be .VMT
5. Overall, it have to look like this "blend001.vmt" -- preview here
6. If everything is fine, click on "Save"

Your .VMT is done, it was easy, isn't it? Now you can move to the next part.

2. Inspection for safety purposes:

1. Make sure, you have all of your files in "blendtextures" folder, so your folder have to contain these files:
  • blend001.vmt
  • blend001_basetexture_a.vtf
  • blend001_basetexture_b.vtf
  • blend001_tooltexture.vtf
If everything is inside, you are almost done. You have to install your textures, before you could us them, it's evident So, navigate to "C:\Program Files\Steam\steamapps\common\SourceSDK\sourcesdk_content\cstrike\materialsrc" from your desktop, copy "blendtextures" folder to the directory above. It's not done yet, again copy "blendtextures" folder and paste it into "C:\Program Files\Steam\steamapps\common\Counter-Strike Source\cstrike\materials" directory.  It's because double safety purposes... That's it, you're done! I hope this tutorial helped or at least gave you something valuable information.


Posts

  • 1y
    noxious avatar
    noxious avatar DEAD
    Member Joined 7y
    822 points Ranked 5622nd
    32 medals 6 rare
    • Submitted 15 Models Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2015 Medal icon
    • Returned 1000 times Medal icon
    • 10 submissions featured Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2016 Medal icon
    • 6 years a member Medal icon
    Posted by Mamorex

    Phong is allowed in CS:GO and casting light from sun. I think that normal maps are allowed in other Source engine games too. Try "$bumpmap" and "$bumpmap2". And look at asphalt_b1_blend.vmt from gd_crashsite:
    "WorldVertexTransition"{$baseTexture "asphalt/asphalt_b1""$bumpmap"  "asphalt/asphalt_b1_normals"$surfaceprop concrete$basetexture2 "dirt/hr_d/dirt_b"$bumpmap2 "dirt/hr_d/dirt_b_normals"$blendmodulatetexture "dirt/hr_d/dirt_c_blend"  "$detail" "detail\plaster_detail_01""$detailscale" "[5 5 5]""$detailblendfactor" "1""$detail2" "detail\plaster_detail_01""$detailscale2" "[5 5 5]""$detailblendfactor2" ".5""$phong" "1"                                         "$phongexponent" "8.0"                                     "$phongMaskContrastBrightness2"          "[2.0 0.1]"                           "$phongBaseTint2"                       "0.0"                                      "$phongAmount2"                      "[0.0 0.0 0.0 1.0]"             "$phongexponent2"                                      "15.0"                                    "$phongMaskContrastBrightness"        "[4.0 -0.05]"                        "$phongBaseTint"                    "0.0"                                   "$phongAmount"                     "[.5 .5 .5 1]"     }

    Oh, I see. I made this tutorial as a "general" starting point, it contains the basic needs and everything. I don't know much about mapping for CS:GO, because I only made maps for CS:S.
  • 1y
    Mamorex avatar
    Mamorex Offline
    Member Joined 7y
    7,704 points Ranked 574th
    26 medals 3 legendary 5 rare
    • Returned 5000 times Medal icon
    • Submitted 50 Maps Medal icon
    • Submitted 40 Castaways Medal icon
    • Submitted 30 Textures Medal icon
    • Returned 1000 times Medal icon
    • Submitted 20 Maps Medal icon
    Phong is allowed in CS:GO and casting light from sun. I think that normal maps are allowed in other Source engine games too. Try "$bumpmap" and "$bumpmap2". And look at asphalt_b1_blend.vmt from gd_crashsite:
    "WorldVertexTransition"{$baseTexture "asphalt/asphalt_b1""$bumpmap"  "asphalt/asphalt_b1_normals"$surfaceprop concrete$basetexture2 "dirt/hr_d/dirt_b"$bumpmap2 "dirt/hr_d/dirt_b_normals"$blendmodulatetexture "dirt/hr_d/dirt_c_blend"  "$detail" "detail\plaster_detail_01""$detailscale" "[5 5 5]""$detailblendfactor" "1""$detail2" "detail\plaster_detail_01""$detailscale2" "[5 5 5]""$detailblendfactor2" ".5""$phong" "1"                                         "$phongexponent" "8.0"                                     "$phongMaskContrastBrightness2"          "[2.0 0.1]"                           "$phongBaseTint2"                       "0.0"                                      "$phongAmount2"                      "[0.0 0.0 0.0 1.0]"             "$phongexponent2"                                      "15.0"                                    "$phongMaskContrastBrightness"        "[4.0 -0.05]"                        "$phongBaseTint"                    "0.0"                                   "$phongAmount"                     "[.5 .5 .5 1]"     }
    Poland
  • 1y
    noxious avatar
    noxious avatar DEAD
    Member Joined 7y
    822 points Ranked 5622nd
    32 medals 6 rare
    • Submitted 15 Models Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2015 Medal icon
    • Returned 1000 times Medal icon
    • 10 submissions featured Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2016 Medal icon
    • 6 years a member Medal icon
    Thanks for the feedback! But as far as I know, it's implossible to make blend textures with normalmaps. Also, phong isn't allowed on maps (only models, props) if I know well. Anyways, thanks for the advice!
  • 1y
    Mamorex avatar
    Mamorex Offline
    Member Joined 7y
    7,704 points Ranked 574th
    26 medals 3 legendary 5 rare
    • Returned 5000 times Medal icon
    • Submitted 50 Maps Medal icon
    • Submitted 40 Castaways Medal icon
    • Submitted 30 Textures Medal icon
    • Returned 1000 times Medal icon
    • Submitted 20 Maps Medal icon
    Will it blend?




    Good tutorial. Recommend studying Valve SDK guide (https://developer.valvesoftware.com/wiki/Category:Material_System) for better effects. Especially articles about normal mapping and Phong shader.
    Poland

Share

Shareable Image:
Share banner
HTML embed code:
BB embed code:
Markdown embed code:

More embeddable images

Bookmark and Share

Credits

Author(s)
noxious avatar
noxious avatar Offline
Member Joined 7y
822 points Ranked 5622nd
32 medals 6 rare
  • Submitted 15 Models Medal icon
  • 8-14 Entries! GameBanana’s Christmas Giveaway 2015 Medal icon
  • Returned 1000 times Medal icon
  • 10 submissions featured Medal icon
  • 8-14 Entries! GameBanana’s Christmas Giveaway 2016 Medal icon
  • 6 years a member Medal icon
Tutorial
AGF81
Textures

Submitter


noxious avatar
noxious

Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!
  • Paypal Donate
Sign up to access this!

Category

Details

Difficulty Level
Intermediate Difficulty

Stats

Posts
4
Views
2,097
Date Added
1y
Date Modified
1y
Date Updated
1y

Scores

78 bScore
8.8 Rating

2 voters

Sign up to access this!

WiPs by Submitter

bcp.crwdcntrl.net tracking pixel