Multitexture is the way to do this. Won't work in just a single texture, instead you blend together two textures tiled across the terrain, painting the mask to blend them where you want them. Great stuff Autocon!
Almost forgot, this is huge for environment artists, the ability to add decals with a blending mode / transparency. For example, when using alpha cards with grime so that it blends into the wall instead of sticking out like a sore thumb with alpha test.
I love that bridge, but as @Tokusei mentioned, the transition between wood and terrain is quite rough. You could try a decal that blends between the terrain material and an alpha - or maybe add the terrain material as a vertex-painted blend for the bridge :)
is alphatest checked in your final blend? or you might need to use masked alpha instead of alpha blending. you might check out udn, my memory is fading on unreal2 stuff http://udn.epicgames.com/Main/WebHome
Thanks for the answer! I could try blending different alpha layers but how does he obtain an effect that blendss so nice with the surrounding rooftiles? If I use the foliage tool for this, I create a round mesh but it does not blend nicely with its surroundings.
In the Noise pop up, there's a color blend slider and an rgb picker. That lets you choose how much of what color to blend into the noise, and of course you can set it to zero for no noise coloration.
I was able to work out the kinks in the vertex blending material, so now it works as intended! :) [ame="https://www.youtube.com/watch?v=HDXwSEUYrbI"]Unity Vertex Blend Material - YouTube[/ame]
not opacity per say, but a tool that like blends colors as you paint. Kinda like the water or watercolor brush in paint tool sai orrrrrr kinda like the blend or smudge tool in photoshop
@iadagraca: I think I found the problem. Under material->Game Settings: set Alpha Blend mode from [Alpha Blend] to [Alpha Clip] There is no waste of time, only use of time.
Yea it is crazy noisy! I think this will get remedied after I start laying down some of the less noisy blend materials. First test with Unreal 4 and vertex height blending.