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:
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> >> > > > > > >> >>
> >> > > > > > >> >>
> >> > > > > > >> > _______________________________________________
> >> > > > > > >> > To unsubscribe, edit your list preferences, or view the
> >> list
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> >> > > > > > >> > 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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> >> > > > > >
> >> > > > > >
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> >> > > > > please visit:
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> >> > > > >
> >> > > > >
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> >> > > > please visit:
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> >> > > >
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> >> > > please visit:
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> >> > >
> >> > >
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archives,
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> >> >
> >> >
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> >>
> >>
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> > please visit:
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> >
> >
> >
>
>
>
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