That video was extremely helpful in explaining the subdivide function
a little more clearly and some of it's uses, but it didn't seem to
answer my question entirely. The displacement which makes up the
tunnel arches in Hydro appears to be using a displacement power of 3
and are bent ever so
I've seen out of hammer tools that let you create different shapes with
displacements that you can load in as a vmf.
They should exist somewhere on the VDC
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lech
Sent: Sunday, October 12, 2008 2:45 AM
Alright I think I figured it out after reexamining Hydro more closely.
What I thought looked like a power of 3 was actually 2 BSP volumes
with displacements set at the power of 2 which makes more sense now.
After attempting a couple of tests, working with lower quality power
of 2 displacements for
Dear HLCoders,
While working on a small (first) project to create a(n OrangeBox) mod where one
can drive vehicles in 3rd person, I've immediately run into several problems.
I am not looking for you to chew out strands of code for me to copy paste; I am
willing to put in my own time. I am just
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
For your second point, I'm pretty sure I did that once by moving the
firstperson eye reference null or dummy object in the 3d modeling software
you are using. So I moved it behind the vehicle but that would be assuming
you are creating your own vehicle models of course.
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
{
What vehicle script are you using? The vehicle scripts are not the same
between orange box and hl2. You can use the hl2 buggy model, but if you're
developing a mod for the orange box engine you should start with the vehicle
script from ep2, not the one from hl2. The steering parameters and
I've also run into the same problem with not being able to steer.
Also why is the buggy not in HL2OBMP? Can we still derive from it and make
our own vehicles?
Also would being in the players third person and overriding the vehicle's
camera fix the camera lag issues?
On Sun, Oct 12, 2008 at 8:53
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
Yeah, what jay said is exactly the problem. The wizard in the current version
of the sdk when you do the create mod wizard is using ep1 files. I've fixed it
for the next big update we're doing, but for now you have to manually copy the
scripts over from ep2 to make it work.
Also, in orange
So there's still a ch_create command for it?
On Sun, Oct 12, 2008 at 10:21 AM, Tony Sergi [EMAIL PROTECTED]wrote:
Yeah, what jay said is exactly the problem. The wizard in the current
version of the sdk when you do the create mod wizard is using ep1 files.
I've fixed it for the next big
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
Speaking of vehicles, I think this is a bug calculating the rear wheels
in CFourWheelVehiclePhysics::CalcWheelData:
m_wheelTotalHeight[2] = m_wheelBaseHeight[0] - left.z;
m_wheelTotalHeight[3] = m_wheelBaseHeight[1] - right.z;
The right-hand array indexes look wrong.
-- Tim Baker
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
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
Must you keep teasing us with the unreleased awesomeness? :)
Daniel Soltyka
[EMAIL PROTECTED]
Sent from my iPhone
On Oct 12, 2008, at 1:21 PM, Tony Sergi [EMAIL PROTECTED]
wrote:
Yeah, what jay said is exactly the problem. The wizard in the
current version of the sdk when you do the
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,
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
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
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 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
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
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