I believe you have to change the line
"textureScrollVar" "$basetexture2"
to
"textureScrollVar" "$baseTextureTransform"
Although I'm not sure if you're going for a different effect from scrolling.
Josh
On Sun, Oct 12, 2008 at 2:46 PM, Matt Hoffman
<[EMAIL PROTECTED]>wrote:
> Whoops that won't work, that's animated texture.
> I meant to say:
>
> "LightmappedGeneric"
> {
> $basetexture "test/basewatertexture01"
> $basetexture "base/basewavetexture01"
> $surfaceprop "metal"
>
> "Proxies"
> {
> "TextureScroll"
> {
> "textureScrollVar" "$basetexture2"
> "textureScrollAngle" "90"
> "textureScrollRate" "10"
> }
> }
>
>
> }
>
> On Sun, Oct 12, 2008 at 11:25 AM, Matt Hoffman
> <[EMAIL PROTECTED]>wrote:
>
> > What would my code look like, something like this? (Typed off memory, so
> > the commands may be iffy)
> >
> > "LightmappedGeneric"
> > {
> > $basetexture "base/basetexture1"
> > $basetexture "base/basetexture1overlay"
> > $surfaceprop "metal"
> > $surfaceprop2 "water" //Does source support SurfaceProp2?
> >
> > "Proxies"
> > {
> > "AnimatedTexture"
> > {
> > "animatedTextureVar" "$basetexture2"
> > "animatedTextureFrameNumVar" "$frame"
> > "animatedTextureFrameRate" "10"
> > }
> > }
> >
> > "$frame" "2"
> >
> > }
> >
> > Would that work? Or where do I put $basetexture2transform.
> >
> >
> > On Sun, Oct 12, 2008 at 11:08 AM, Maarten De Meyer <
> [EMAIL PROTECTED]>wrote:
> >
> >> Proxies operate on variables, I see no reason why the
> >> $basetexture2transform should be any different. What you want should be
> >> possible, yes.
> >>
> >> > In a related question, can you have your $basetexture2 scroll? I wish
> to
> >> > have a basetexture, then a scrolling material overlayed ontop of this.
> >> Is
> >> > this possible?
> >> >
> >> > On Sun, Oct 12, 2008 at 8:54 AM, Maarten De Meyer
> >> > <[EMAIL PROTECTED]>wrote:
> >> >
> >> >> try using $bumptransform in stead of $baseTextureTransform as
> >> >> texturescrollvar. That help?
> >> >>
> >> >> -- Maarten
> >> >>
> >> >> > I'd like to know why my texture wont scroll. It refracts
> beautifully,
> >> >> > but...
> >> >> > well, it looks utterly fake. Can anybody figure out what I've done
> >> >> wrong
> >> >> > here?
> >> >> >
> >> >> > VMT CODE:
> >> >> > "Refract"
> >> >> > {
> >> >> > "$normalmap" "dvlstx/forcefield_normal"
> >> >> > "$surfaceprop" "glass"
> >> >> > "$bluramount" "1"
> >> >> > "$refractamount" ".100"
> >> >> > "$scale" "[1 1]"
> >> >> > "$envmap" "env_cubemap"
> >> >> > "$envmaptint" "[.7 .7 .7]"
> >> >> > "$REFRACTTINTTEXTURE" "dvlstx/forcefield_a"
> >> >> > "Proxies"
> >> >> > {
> >> >> > "TextureScroll"
> >> >> > {
> >> >> > "texturescrollvar" "$baseTextureTransform"
> >> >> > "texturescrollrate" "0.1"
> >> >> > "texturescrollangle" "30.00"
> >> >> > }
> >> >> > }
> >> >> > }
> >> >> >
> >> >> > I've indented with TAB where needed, (ie, after brackets) but have
> no
> >> >> idea
> >> >> > what is wrong!! Somebody please help!
> >> >> >
> >> >> > Thanks!
> >> >> > _______________________________________________
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> >> >> > please visit:
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> >> >> >
> >> >> >
> >> >> >
> >> >>
> >> >>
> >> >>
> >> >> _______________________________________________
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> archives,
> >> >> please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>
> >> >>
> >> > _______________________________________________
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> >> > please visit:
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> >> >
> >> >
> >> >
> >>
> >>
> >>
> >> _______________________________________________
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> >> please visit:
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> >>
> >>
> >
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