Time control mechanic (Help!)
Okay. I'll work on that.
EDIT: Try this. Save it as liquids/toxicslime_coop_catapult_catch_static.vmt in your materials folder.
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$basetexture "liquids/toxicslime_color"
"GPU>=1"
{
"!gameconsole?$reflecttexture" _rt_WaterReflection
"gameconsole?$forceenvmap" 1
"gameconsole?$envmap" "nature/toxicslime_coop_catapult_catch_envmap"
}
"GPU<1"
{
$forceenvmap 1
$envmap "nature/toxicslime_coop_catapult_catch_envmap"
}
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1
$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1
$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}
http://puu.sh/2cTs8
"* Trying to set a pixel shader that failed loading!" popped up in the console.
Maybe some of those parameters can't be 0 because they are used as a divisor, or something like that.
IIRC the water shader is reasonably well documented on the wiki, so try looking there.
HMW wrote:
I just tried it with the numbers set to 0 instead of removing them, and my texture is also black.
Maybe some of those parameters can't be 0 because they are used as a divisor, or something like that.
IIRC the water shader is reasonably well documented on the wiki, so try looking there.
Thanks. I'll look into it tomorrow!
Edit:
I found something that might be useful?
$flow_timescale
Though I'm not sure how to get the clean water shader stuff myself, nor do I know where to put that if it would happen to work.
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/mp_coop_catapult_catch_hflowmap"
$flow_normaluvscale 160
$flow_worlduvscale 1
$flow_timeintervalinseconds 0
$flow_uvscrolldistance 0
$flow_bumpstrength 1
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0013
$flow_debug 0
$basetexture "liquids/toxicslime_color"
$color_flow_uvscale 300
$color_flow_timeintervalinseconds 4.5
$color_flow_uvscrolldistance 0
$color_flow_lerpexp 1
$color_flow_displacebynormalstrength 0.007
"GPU>=1"
{
"!gameconsole?$reflecttexture" _rt_WaterReflection
"gameconsole?$forceenvmap" 1
"gameconsole?$envmap" "nature/toxicslime_coop_catapult_catch_envmap"
}
"GPU<1"
{
$forceenvmap 1
$envmap "nature/toxicslime_coop_catapult_catch_envmap"
}
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1
$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1
$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}
Unfortunately, there's still some motion left. (Changing $color_flow_timeintervalinseconds causes the texture patterns to shift, so it's better to leave that one alone.)
The textures themselves sometimes also contain animations. (I.e. blending between multiple frames.)
Maybe it helps if you replace those with non-animated versions.
portal 2\portal2\scripts\vscripts\portal_slowfield
I've done some timecontroled maps myself without this script, and I used timescale and playerspeedmod
BenVlodgi wrote:
...I've done some time controlled maps myself...
And just what maps are those? I love time manipulation maps almost as much as time travel maps. I would love to play one of your time maps, Ben.
HMW wrote:
I did a science and managed to get at least some of the animation out:
STUFFUnfortunately, there's still some motion left. (Changing $color_flow_timeintervalinseconds causes the texture patterns to shift, so it's better to leave that one alone.)
The textures themselves sometimes also contain animations. (I.e. blending between multiple frames.)
Maybe it helps if you replace those with non-animated versions.
Awesome. Tried it and it looks nice. Thanks.
BenVlodgi wrote:
did you ever look at the scripts that came with portal 2?
portal 2\portal2\scripts\vscripts\portal_slowfield
I didn't. How do I get this script to work?

I'll most likely use HMW's static texture, and he'll/she'll be credited, of course. Again thanks.
If I ever encounter some other problems related to my time control maps I'll go back here.
protoborg wrote:
BenVlodgi wrote:...I've done some time controlled maps myself...
And just what maps are those? I love time manipulation maps almost as much as time travel maps. I would love to play one of your time maps, Ben.
Never released. I was making Back-Stock maps with this mechanic, then felt it didn't fit the portal 2 universe, and started making a HL2 sourcemod where I hard-coded the effect, but I found that I didn't have time to work on that and the other Portal 2 mods I was doing. I think we will end up including time control as a mechanic in back-stock