The puddle should be easy enough to do, but I'm not so sure about the
water... Model with animation could be best, if you're up to it.
On Sun, Oct 12, 2008 at 9:12 PM, Matt Hoffman
<[EMAIL PROTECTED]>wrote:
> Well what I'm trying to do is re-create Wetwork from COD4. (First level
> really, with the cargoship, etc)
>
> I'm trying to re-create the water, which appears to be a moving plane
> (animated vertexes) with a base water texture, then an animated 'wave/foam'
> texture on top.
>
> I'm also trying to re-create the puddles on the deck plating. This I think
> could be done with a base texture, and then an animated (water droplet
> animation) refract texture, which is overlayed onto the deckplating
> material.
>
> On Sun, Oct 12, 2008 at 6:07 PM, Josh Hollander <[EMAIL PROTECTED]>
> wrote:
>
> > I believe so... I'm not quite sure as to what you are trying to achieve,
> > but
> > if it's just a single texture I got mine working with Maarten's help.
> >
> > On Sun, Oct 12, 2008 at 8:53 PM, Matt Hoffman
> > <[EMAIL PROTECTED]>wrote:
> >
> > > All I know is the code I posted doesn't do anything. :P
> > >
> > > Would I remove $basetexture2 (at the start of the vmt) and replace it
> > with
> > > $basetexturetransform?
> > >
> > > On Sun, Oct 12, 2008 at 5:49 PM, Josh Hollander <[EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > I believe you have to change the line
> > > >
> > > > "textureScrollVar" "$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!
> > > > > >> >> > _______________________________________________
> > > > > >> >> > To unsubscribe, edit your list preferences, or view the
> list
> > > > > >> archives,
> > > > > >> >> > please visit:
> > > > > >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >> >> >
> > > > > >> >> >
> > > > > >> >> >
> > > > > >> >>
> > > > > >> >>
> > > > > >> >>
> > > > > >> >> _______________________________________________
> > > > > >> >> To unsubscribe, edit your list preferences, or view the list
> > > > > archives,
> > > > > >> >> please visit:
> > > > > >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >> >>
> > > > > >> >>
> > > > > >> > _______________________________________________
> > > > > >> > To unsubscribe, edit your list preferences, or view the list
> > > > archives,
> > > > > >> > please visit:
> > > > > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >> >
> > > > > >> >
> > > > > >> >
> > > > > >>
> > > > > >>
> > > > > >>
> > > > > >> _______________________________________________
> > > > > >> To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > >> please visit:
> > > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >>
> > > > > >>
> > > > > >
> > > > > _______________________________________________
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders