I think he's talking about the reddish Ramp inside the TF2 half-lambert shader. I remember there was a post about it, including that PDF that valve released, but I can't find it now.
Just incase: TF2 uses it's own Ramp, DOTA2 had many Ramps for different hero's but half of them aren't used (they're basic HL as of now), and IIRC, HL2 and Portal also don't call in any textures.
Guys thanks for those link but it's not wat i remember. The page i'm searching showed how we can improve a wood plank material with just a ramp if i remember well. They showed how a ramp can be a game changer.
Replies
https://developer.valvesoftware.com/wiki/$blendmodulatetexture
More here
http://wiki.polycount.com/Multitexture#Modulation_Blending
http://wiki.polycount.com/CategoryConceptFundamentals
Thanks for the link Eison, going to add this to the wiki!
Download the texture pack full of ramps.
Just incase: TF2 uses it's own Ramp, DOTA2 had many Ramps for different hero's but half of them aren't used (they're basic HL as of now), and IIRC, HL2 and Portal also don't call in any textures.
Should i saved it before ... i'm stupid :-(
http://www.polycount.com/forum/showthread.php?p=1370426
Driver and some other peeps use this technique, there are a few threads in Pimp, but you first need to create the shader for it.