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Help with fire rings and clear tubes please

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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?).

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?

cornontheCoD 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.

cornontheCoD 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.

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ok, I get it (i couldn't find the folder before), but how do I make a VMT file?

Notepad works fine.

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ok, so now its in the materials folder as a text file. can I just find it in hammer now as a new texture?

cornontheCoD 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.

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?

You might have to restart Hammer, or maybe the Source SDK. This is assuming that your VMT is valid, of course.

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