MAKING CUSTOM VGUI:
Quote from Fracture on February 10, 2014, 1:27 pmthat sounds agonizing, but I have made flash animations so I have experiance with mind-numbing patience
that sounds agonizing, but I have made flash animations so I have experiance with mind-numbing patience
Quote from CamBen on February 10, 2014, 4:29 pmI've made gmod videos (not released tho), so I know the feel too. Luckily, I think as a bik video it will work because it won't be hard to install, and they are only recommended, not required, because I still have the voice lines as .WAVs.
I've made gmod videos (not released tho), so I know the feel too. Luckily, I think as a bik video it will work because it won't be hard to install, and they are only recommended, not required, because I still have the voice lines as .WAVs.
Aperture Science: We do our science asbestos we can!
Quote from Fracture on February 11, 2014, 12:42 amif a bik cannot be pak'd into a .BSP then I may go for an animated textures. I waited this long, a couple more days to make an animated texture shouldn't be too bad. Speaking of which, HOW!?
if a bik cannot be pak'd into a .BSP then I may go for an animated textures. I waited this long, a couple more days to make an animated texture shouldn't be too bad. Speaking of which, HOW!?
Quote from CamBen on February 11, 2014, 12:48 amJust record it, then use an online converter to turn it into a gif, then save every layer of it as a new image and then mass import them into vtfedit as one file.
Just record it, then use an online converter to turn it into a gif, then save every layer of it as a new image and then mass import them into vtfedit as one file.
Aperture Science: We do our science asbestos we can!
Quote from Fracture on February 11, 2014, 2:59 amokay i did a testrun of that with a bunch of random pics and it didn't animate. Pretty sure i misinterpreted what you meant by mass importing them or I had some settings all wrong
okay i did a testrun of that with a bunch of random pics and it didn't animate. Pretty sure i misinterpreted what you meant by mass importing them or I had some settings all wrong
Quote from TeamSpen210 on February 11, 2014, 3:50 amYou might need to add parameters to your vmt. Looks like you want AnimatedTexture.
You might need to add parameters to your vmt. Looks like you want AnimatedTexture.
[spoiler]- BEE2 Addons | (BEE2)
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Maps:
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Quote from josepezdj on February 11, 2014, 5:24 am@Fracture: Once you have imported all the images into a single VTF with VTFEdit (then each image will become a 'frame' of this VTF), you'll need to set up your VMT, where you will actually make it animated.
You have 2 options here depending on how you will animate those frames, but I recommend the following one (not the AnimatedTexture suggested before, because this one allows you full control):
1. In your VMT add the following proxy (as you can check it's exactly the same one as the one used in the indicator lights):
- Code: Select all
Proxies
{
ToggleTexture
{
toggleTextureVar $baseTexture
toggleTextureFrameNumVar $frame
toggleTextureShouldWrap 0
}
}(Just copy that code and paste it right before the last '}' in your VMT)
2. Now, in hammer, use a logic_timer, an env_texturetoggle, a logic_relay to store all your outputs, and a func_brush with your texture.
3. In the logic_timer, you'll only need to set the time you want your frames to change (rate), that's done by setting the "refire interval" parameter. Use for example "0.02" in order to make the frames go quick and give the sense that you're watching a movie. In its outputs, use:
- OnTimer > [env_texturetoggle_name_here] > IncrementTextureIndex
4. I'll assume you know how to set up your env_texturetoggle and the rest entities...
NOTE: I'd recommend you to make the func_brush start disabled, then activate it only when you are going to show your frames running, and then disable afterwards (when you know all the frames have beeen shown up ).
@Fracture: Once you have imported all the images into a single VTF with VTFEdit (then each image will become a 'frame' of this VTF), you'll need to set up your VMT, where you will actually make it animated.
You have 2 options here depending on how you will animate those frames, but I recommend the following one (not the AnimatedTexture suggested before, because this one allows you full control):
1. In your VMT add the following proxy (as you can check it's exactly the same one as the one used in the indicator lights):
- Code: Select all
Proxies
{
ToggleTexture
{
toggleTextureVar $baseTexture
toggleTextureFrameNumVar $frame
toggleTextureShouldWrap 0
}
}
(Just copy that code and paste it right before the last '}' in your VMT)
2. Now, in hammer, use a logic_timer, an env_texturetoggle, a logic_relay to store all your outputs, and a func_brush with your texture.
3. In the logic_timer, you'll only need to set the time you want your frames to change (rate), that's done by setting the "refire interval" parameter. Use for example "0.02" in order to make the frames go quick and give the sense that you're watching a movie. In its outputs, use:
- OnTimer > [env_texturetoggle_name_here] > IncrementTextureIndex
4. I'll assume you know how to set up your env_texturetoggle and the rest entities...
NOTE: I'd recommend you to make the func_brush start disabled, then activate it only when you are going to show your frames running, and then disable afterwards (when you know all the frames have beeen shown up ).
Quote from srs bsnss on February 11, 2014, 8:50 amjosepezdj wrote:3. In the logic_timer, you'll only need to set the time you want your frames to change (rate), that's done by setting the "refire interval" parameter. Use for example "0.02" in order to make the frames go quick and give the sense that you're watching a movie. In its outputs, use:- OnTimer > [env_texturetoggle_name_here] > IncrementTextureIndex
I doubt anyone read the post above before I redacted it, but wow, I didn't think using I/O was actually the way to do it. But IncrementTextureIndex is a far quicker way than SetTextureIndex (the method I'd proposed). This is actually quite useful info jose (the whole post, not just the quoted bit).
- OnTimer > [env_texturetoggle_name_here] > IncrementTextureIndex
I doubt anyone read the post above before I redacted it, but wow, I didn't think using I/O was actually the way to do it. But IncrementTextureIndex is a far quicker way than SetTextureIndex (the method I'd proposed). This is actually quite useful info jose (the whole post, not just the quoted bit).
Quote from Fracture on January 6, 2015, 6:59 pmI found what i was looking for and it is entire NOT what anyone here was even talking about. I was trying to make a video, not a damn light switch
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "folder/filename"
"startframe" "1"
"endframe" "whateve number your last frame is""Proxies"
{
"AnimatedTexture"
{
"animatedTextureVar" "$basetexture"
"animatedTextureFrameNumVar" "$frame"
"animatedTextureFrameRate" "24"
}
}
I found what i was looking for and it is entire NOT what anyone here was even talking about. I was trying to make a video, not a damn light switch
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "folder/filename"
"startframe" "1"
"endframe" "whateve number your last frame is""Proxies"
{
"AnimatedTexture"
{
"animatedTextureVar" "$basetexture"
"animatedTextureFrameNumVar" "$frame"
"animatedTextureFrameRate" "24"
}
}