Quote: --- Original message by: johnnyblaz20
Alphas are your friend. The base map is pretty much color. and with alpha areas on the base map it allows another material to show through. detail maps are the detail like grass. blend detail is the detail that will show through the alpha areas of the base map. I don't know exactly what your trying to do so, yeah, pics would be nice and describe where it is going.
I took the epiphany you through my way and applied my mask to the texture's alpha in Photoshop and then created a shader in Guerilla. It sill didn't show up right in Sapien, though it
looked the way I wanted it too in Guerilla's view bitmap. I think this is due to the composite material.
Just in case someone doesn't know how they work, in a composite you make a base material and say you want to put something on the wall like graffiti, you'd put the graffiti material in a map slot 'above' the base material;

Then in the second material (and all after this) you would put the image in the diffuse slot and an alpha or mask in the opacity channel.

From there you can move the material using offsets and turning off the [Tile] button.
Can H2EK work with composites or is there a different way I should do this? I went back and put the new shader file I made in the second slot, without a opacity channel, assuming the shader would take care of that now that it was created with an alpha channel in it. Johnny if you have a technique for this please let me in on your secret! haha Thanks alot everybody.