"Valve has done a foam/wave texture in the past using an overlay on their
oceans that is animated." Where? Was it the early stages of HL2, or
something actually released?

On Mon, Oct 13, 2008 at 5:32 PM, Christopher Harris
<[EMAIL PROTECTED]>wrote:

> I don't think a basetexture2transform exists maybe It is saying the Proxy
> was unable to initialize meaning it probably could not find that variable
> in
> the shader. Valve has done a foam/wave texture in the past using an overlay
> on their oceans that is animated. So it may work that you can just have the
> overlay scrolling and then in the map apply the overlay over the water
> texture.
>
> Chris
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman
> Sent: Monday, October 13, 2008 8:12 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Scrolling Textures
>
> No luck there, just shows the basetexture. (Using Chris's code)
>
> Error: Material "test/scrollingwatertest" : proxy "TextureScroll" unable to
> initialize!
> Warning: using WorldTwoTextureBlend on a non-displacement surface.
> Support for this will go away soon.
>   - Material       : test/scrollingwatertest
>   - Surface center : -234 -938 16
> Warning: WorldTwoTextureBlend found on a non-displacement surface
> (material:
> test/scrollingwatertest). This wastes perf for no benefit.
>
>
> 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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