The basetexturetransform is probably a matrix that is used to move/rotate the basetexture when rendering it in the vertex/pixel shader. So since you want it to scroll you pass It as the var so that it will change ever time the proxy is called resulting in a moving textures.
Chris -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman Sent: Monday, October 13, 2008 7:52 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Scrolling Textures I'm not sure what $basetexture2transform is used for. I thought "textureScrollVar" defined which variable to read for which material. On Sun, Oct 12, 2008 at 11:11 PM, Maarten De Meyer <[EMAIL PROTECTED]>wrote: > 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: > >> > > > > > >> > 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 > > _______________________________________________ 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

