Texture request: green fizzler with effects
Using a fizzler for non-fizzler behaviour is clearly a bad idea, so I was wondering if anyone would like to create a green fizzler texture, fully animated (since it should be toggled on), specifically for effects/fizzler_underground_wide_center as that's the one I need.
If you know how to do this (animated texture replacement) but don't want to do this, please just tell me what to do. Also, if there's any simple recolor option for the fizzler, please do tell.
The same goes, ofcourse, for if a similar item has already been posted on the web. I just couldn't find anything...
I will naturally credit you for the help in any map I'll release with this element in the future. Thanks in advance!
I have no idea if this will work, It's just a suggestion.
EDIT: No progress so far, messing with keyvalues for render fx just makes things stranger...
$FLOW_COLOR "[0.025 0.08 0.1]" // does what it says
$FLOW_VORTEX_COLOR "[0.64 2.058 2.56]" // color for when an object gets too close
If I remember correctly from previous meddling, you can switch it to the {255} color format if you don't like the scaling model.
To get the fizzler effects, I believe you're stuck with using a standard fizzler set not to trigger on anything.
EDIT:
trigger_portal_cleanser supports the Color input which uses the 255 model. So, you could use i/o to change it without having to duplicate vmts (untested on this ent, but it should work).
Or make your own
spongylover123 wrote:
What I would do is use the old portal_cleanser particle effect, or paint_cleanser.
Not sure where that gets me....
@ Rand0mNumbers: I don't really know the first thing about vmt's, but fair enough, I may need to look into that. As far as I/O coloring goes, I now know how to color props (Yay!) but alas, it doesn't seem to work on trigger_portal_cleanser entities or effect textures. Or is there some alternative command for that?
EDIT: @ Spam Nugget: Just read your post. Are you sure that would work? As in that it looks the same, but also renders correctly with not too much lag? Also, that would basically mean the effect doesn't transition nicely, wouldn't it? It's hard enough trying not to make the world portal spawning stand out... Don't think this works. (Still, I'll try tomorrow.)
Thanks for the suggestions, guys.