Help with fire rings and clear tubes please
Quote from NykO18 on January 27, 2008, 7:53 amHere is the original VMT for this material :
- Code: Select all
// envmaptint_fix
"LightmappedGeneric"
{"$basetexture" "nature/hazard_liquid"
"$selfillum" 1
"$surfaceprop" "slime"
"$envmap" "env_cubemap"
"$envmaptint" "[ .50 .45 .45 ]"
"$envmapcontrast" "1""%keywords" "portal"
"%compileSlime" 1
"$bottommaterial" "nature/hazard_liquid_beneath"
"$fogenable" 1
"$fogcolor" "{72 70 10}"
"$fogstart" 1.00
"$fogend" 100.00// Use scrolling animated textures on DX9 hardware
">=DX90"
{
"$bumpmap" "dev/waterA_normal" // These two slide...
"$bumpmap2" "dev/waterB_normal" // ...against each other
"$bumpmask" "dev/flat_normal" // This holds still and alpha masks to get final normal
}"<DX90"
{
"$bumpmap" "Nature/slime_normal"
}
"LightmappedGeneric_NoBump_DX8"
{
"$basetexture" "Nature/hazard_liquid"
"$basealphaenvmapmask" 1
"$envmaptint" "[ 0.1 0.08 0.08 ]"
}"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .025
"texturescrollangle" -35.00
}
"TextureScroll"
{
"texturescrollvar" "$basetexturetransform"
"texturescrollrate" .010
"texturescrollangle" -35.00
}
}
}So... actually, there's little to do :
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "nature/hazard_liquid"
"$selfillum" 1
"$surfaceprop" "slime"
"$envmap" "env_cubemap"
"$envmaptint" "[ .50 .45 .45 ]"
"$envmapcontrast" "1""%keywords" "portal"
"%compileSlime" 1
"$bottommaterial" "nature/hazard_liquid_beneath"
"$fogenable" 1
"$fogcolor" "{72 70 10}"
"$fogstart" 1.00
"$fogend" 100.00">=DX90"
{
"$bumpmap" "dev/waterA_normal"
"$bumpmap2" "dev/waterB_normal"
"$bumpmask" "dev/flat_normal"
}
"<DX90"
{
"$bumpmap" "nature/slime_normal"
}
"LightmappedGeneric_NoBump_DX8"
{
"$basetexture" "nature/hazard_liquid"
"$basealphaenvmapmask" 1
"$envmaptint" "[ 0.1 0.08 0.08 ]"
}"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$basetexturetransform"
"texturescrollrate" .5
"texturescrollangle" 90
}
}
}You put that in your own VMT file, in a folder, in the materials'folder of portal, and that's all. You have a modified version of the slime texture that scrolls at a speed of .5 in the given angle (90?).
Here is the original VMT for this material :
- Code: Select all
// envmaptint_fix
"LightmappedGeneric"
{"$basetexture" "nature/hazard_liquid"
"$selfillum" 1
"$surfaceprop" "slime"
"$envmap" "env_cubemap"
"$envmaptint" "[ .50 .45 .45 ]"
"$envmapcontrast" "1""%keywords" "portal"
"%compileSlime" 1
"$bottommaterial" "nature/hazard_liquid_beneath"
"$fogenable" 1
"$fogcolor" "{72 70 10}"
"$fogstart" 1.00
"$fogend" 100.00// Use scrolling animated textures on DX9 hardware
">=DX90"
{
"$bumpmap" "dev/waterA_normal" // These two slide...
"$bumpmap2" "dev/waterB_normal" // ...against each other
"$bumpmask" "dev/flat_normal" // This holds still and alpha masks to get final normal
}"<DX90"
{
"$bumpmap" "Nature/slime_normal"
}
"LightmappedGeneric_NoBump_DX8"
{
"$basetexture" "Nature/hazard_liquid"
"$basealphaenvmapmask" 1
"$envmaptint" "[ 0.1 0.08 0.08 ]"
}"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .025
"texturescrollangle" -35.00
}
"TextureScroll"
{
"texturescrollvar" "$basetexturetransform"
"texturescrollrate" .010
"texturescrollangle" -35.00
}
}
}
So... actually, there's little to do :
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "nature/hazard_liquid"
"$selfillum" 1
"$surfaceprop" "slime"
"$envmap" "env_cubemap"
"$envmaptint" "[ .50 .45 .45 ]"
"$envmapcontrast" "1""%keywords" "portal"
"%compileSlime" 1
"$bottommaterial" "nature/hazard_liquid_beneath"
"$fogenable" 1
"$fogcolor" "{72 70 10}"
"$fogstart" 1.00
"$fogend" 100.00">=DX90"
{
"$bumpmap" "dev/waterA_normal"
"$bumpmap2" "dev/waterB_normal"
"$bumpmask" "dev/flat_normal"
}
"<DX90"
{
"$bumpmap" "nature/slime_normal"
}
"LightmappedGeneric_NoBump_DX8"
{
"$basetexture" "nature/hazard_liquid"
"$basealphaenvmapmask" 1
"$envmaptint" "[ 0.1 0.08 0.08 ]"
}"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$basetexturetransform"
"texturescrollrate" .5
"texturescrollangle" 90
}
}
}
You put that in your own VMT file, in a folder, in the materials'folder of portal, and that's all. You have a modified version of the slime texture that scrolls at a speed of .5 in the given angle (90?).
Quote from cornontheCoD on January 28, 2008, 5:31 pmyeah....that's way too complicated. Surely there's an easier way?
anyways, any1 know how to make the tubes clear and the fire rings?
yeah....that's way too complicated. Surely there's an easier way?
anyways, any1 know how to make the tubes clear and the fire rings?
Quote from NykO18 on January 28, 2008, 6:00 pmcornontheCoD wrote:yeah....that's way too complicated. Surely there's an easier way?What's complicated in copying/pasting the exact code I wrote in a new .vmt file ?
There is no other way of making visually "moving" water in the Source Engine.
What's complicated in copying/pasting the exact code I wrote in a new .vmt file ?
There is no other way of making visually "moving" water in the Source Engine.
Quote from msleeper on January 28, 2008, 6:08 pmcornontheCoD wrote:yeah....that's way too complicated. Surely there's an easier way?Mapping isn't easy, sorry. This is the way you add a new material into the game.
Mapping isn't easy, sorry. This is the way you add a new material into the game.
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Quote from cornontheCoD on January 28, 2008, 6:59 pmok, I get it (i couldn't find the folder before), but how do I make a VMT file?
ok, I get it (i couldn't find the folder before), but how do I make a VMT file?
Quote from msleeper on January 28, 2008, 7:03 pmNotepad works fine.
Notepad works fine.
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If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from cornontheCoD on January 28, 2008, 7:14 pmok, so now its in the materials folder as a text file. can I just find it in hammer now as a new texture?
ok, so now its in the materials folder as a text file. can I just find it in hammer now as a new texture?
Quote from NykO18 on January 29, 2008, 5:20 amcornontheCoD wrote:ok, so now its in the materials folder as a text file. can I just find it in hammer now as a new texture?Theoretically, yes.
If you named your file with a .vmt extension, it should be available in the texture browser.
Theoretically, yes.
If you named your file with a .vmt extension, it should be available in the texture browser.
Quote from cornontheCoD on January 30, 2008, 12:59 amyeah, that didnt work. I think theres a new texture called mudfloor, but maybe not. will the texture be in there if i type portal in the filter, or do I have to look for it somewhere else?
yeah, that didnt work. I think theres a new texture called mudfloor, but maybe not. will the texture be in there if i type portal in the filter, or do I have to look for it somewhere else?
Quote from msleeper on January 30, 2008, 1:02 amYou might have to restart Hammer, or maybe the Source SDK. This is assuming that your VMT is valid, of course.
You might have to restart Hammer, or maybe the Source SDK. This is assuming that your VMT is valid, of course.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.