Two things.
1. Some basic refraction code for you to play with. This should be able to
produce a heat wave over a large area with some tuning. May take some work
to get it real looking.
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"Refract"
{
"$model" 1
"$refractamount" ".05"
// "$bluramount" "1"
"$REFRACTTINT" "{254 220 0}"
"$scale" "[1 1]"
"$dudvmap" "models/props_lab/xencrystal_dudv"
"$normalmap" "models/props_lab/xencrystal_normal"
"$surfaceprop" "water"
"$bumpframe" "0"
// "$nocull" 1
"$envmap" "env_cubemap"
"$envmapcontrast" "1"
"$envmapsaturation" "[1 1 1]"
"$envmaptint" "[1 1 .1]"
"$refracttinttexture" "models/shadertest/shieldtint0"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$REFRACTTINTTEXTURE"
"animatedtextureframenumvar" "$REFRACTTINTTEXTUREFRAME"
"animatedtextureframerate" 17.00
}
}
}
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And Number two,
A correction. [func_smokevolume] is not directional by default, I got it
confused with another entity.
Hope this helps,
TheMegolith
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