Joe Kari wrote:@ Breli : have you done it with gtkradiant ?
Hi Joe,
Red already posted the link to the tutorials. It is actually fairly simple if you reuse one of our shaders. You can grab the shaders as well as the content from backwater, coyote bluff and lake. All maps use texture blending. I recommend the blend shaders in CB. They look best IMHO and I used them for NT and DF as well.
If you want to create own blend shaders you have to add an alpha channel to one of your textures. I believe the tutorial explains that as well.
One more thing: texture blending changes the way maps are created somehow. The reason is that you need additional brushes to create nice blends and to distort an otherwise even ground. I recommend to make a ground template using triangels (it is important to use triangles instead of square brushes since they can not be freely distorted). And the complete uneven ground should be detail of course. Think of it as some kind of "skin" on top of your structural hull.
I recommend this as "good design practice" since it yields nice results fairly quickly (although you don't really need additional brushes and can do blending without them).
This screenshot should give you an idea what I am talking about