Alright, let me give that a go.

On Mon, Oct 13, 2008 at 5:05 PM, Christopher Harris
<[EMAIL PROTECTED]>wrote:

> 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!
> > >> > > > > > >> >> > _______________________________________________
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> > >> > > > > > >> >> >
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> > >> > > > > > >> >> >
> > >> > > > > > >> >> >
> > >> > > > > > >> >> >
> > >> > > > > > >> >>
> > >> > > > > > >> >>
> > >> > > > > > >> >>
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