Custom Query (296 matches)
Results (49 - 51 of 296)
Ticket | Resolution | Summary | Owner | Reporter |
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#65 | fixed | transparent-map | nobody | patrick |
Description |
there must be a possibility to give a texture a visibile/invisible effect via the alphachannel of an image (eg. PNG). This is needed to make plants, lightcones, flames, lightnings |
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#66 | fixed | texture IDs, UV Mapping | patrick, bensch | patrick |
Description |
The faces of an object have to be enumerated to be able to apply multiple textures to one object, the process, that is refered to as skinning by halflife |
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#67 | fixed | Multiple Texture Mapping on one Face | nobody | patrick |
Description |
Half-Life has come up with a method in which it can take a set of five or so basic textures that all tile together, and randomly tile a wall with them. This is exceedingly useful, as it cuts way down on artifacts. You can make each texture have its own individual details, but you'll never see them consistently repeated in any specific pattern. |