What I would *expect* logically is

"LightmappedGeneric"
{
    $basetexture "test/basewatertexture01"
    $basetexture2 "base/basewavetexture01"
    $surfaceprop "metal"

    "Proxies"
    {
        "TextureScroll"
        {
            "textureScrollVar" "$basetexture2transform"
            "textureScrollAngle" "90"
            "textureScrollRate" "10"
        }
    }
}

Can't verify it now though, I'm at work. If you don't have it up and
running when I'm at home I'll take a look.

-- Maarten



> Well yeah I know about the model with the animation, but I don't want to
> have to have two copies of the waves (and render 2x the triangles) with
> the
> top layer being foam.
>
> How would you overlay an animated material ontop of a $basetexture?
>
> On Sun, Oct 12, 2008 at 7:08 PM, Josh Hollander <[EMAIL PROTECTED]>
> wrote:
>
>> 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:
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>> > > > > > >> >
>> > > > > > >> >
>> > > > > > >> >
>> > > > > > >>
>> > > > > > >>
>> > > > > > >>
>> > > > > > >> _______________________________________________
>> > > > > > >> To unsubscribe, edit your list preferences, or view the
>> list
>> > > > archives,
>> > > > > > >> please visit:
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>> > > > > > >>
>> > > > > > >>
>> > > > > > >
>> > > > > > _______________________________________________
>> > > > > > To unsubscribe, edit your list preferences, or view the list
>> > > archives,
>> > > > > > please visit:
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>> > > > > please visit:
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>> > > > >
>> > > > >
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>> > > > please visit:
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>> > > >
>> > > >
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>> > >
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>> >
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