Refracting Textures

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Postby madmanmick on Thu Nov 01, 2007 10:13 am

To flog an old dead horse (this thread), Is it possible to have the actual REFRACTTINTTEXTURE file (the basic image) stay static on the surface while the bumpmap/dudv scroll? I am trying to creat a rain on window effect, by using a static window image as the REFRACTTINTTEXTURE and having a special rain normal and dudv for refraction, but the whole image scrolls. I am trying this because putting an alpha material (i.e. a transparent window) in front of a refraction texture causes lots of problems (only half of the window is visible at a time, and i cant see the other texture behind it).
Thanks!
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Postby Mr. Happy on Thu Nov 01, 2007 1:47 pm

I think it's $bumptexturetransform instead of $basetexturetransform you need to use in your proxy.
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Re: Refracting Textures

Postby punky on Sat Jan 19, 2008 9:12 pm

Hi i tried this tutorial too and everything worked fine except for one thing:
now how do i get rid of these squares/checkers?
this is my VMT:
Code: Select all
"refract"
{
"$model" "1"
"$bluramount" "1"
"$surfaceprop" "Glass"
"$refractamount" ".100"
"$scale" "[1 1]"
"$normalmap" "alien/alienwall4_normal"
"$dudvmap" "alien/alienwall4_dudv"
"$envmap" "env_cubemap"
"$envmaptint" "[.7 .7 .7]"
"$REFRACTTINTTEXTURE" "alien/alienwall4"
}
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Re: Refracting Textures

Postby longshanks on Sat Feb 02, 2008 5:26 pm

Looks like its missing a material.. did you make sure all the paths in your vmt are correct?
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Re: Refracting Textures

Postby punky on Tue Feb 12, 2008 3:19 pm

longshanks wrote:Looks like its missing a material.. did you make sure all the paths in your vmt are correct?

I fixed it a long time ago, but thanks anyway :)
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Re: Refracting Textures

Postby Rakkerzero on Sun Apr 27, 2008 2:33 pm

I'm currently trying to apply this cool effect in my map, but there is something i don't understand in this tutorial. Thereway i'm still a beginner at creating maps in the Hammer editor. But that is another issue i have to 'solve'. ^^

My question:
In which folder do i need to save bglass.tga, bglass_normal.tga and bglass_dudv.tga?
My map will be a map for CS:Source if that matters.

I hope to hear an answer soon. Thanks in advance :)

Edit:
@ Punky (below),
Thanks for your answer. I was probably looking into the wrong tutorial, but i found what i was looking for.
Last edited by Rakkerzero on Sun Apr 27, 2008 2:57 pm, edited 3 times in total.
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Re: Refracting Textures

Postby punky on Sun Apr 27, 2008 2:37 pm

Rakkerzero wrote:I'm currently trying to apply this cool effect in my map, but there is something i don't understand in this tutorial. Thereway i'm still a beginner at creating maps in the Hammer editor. But that is another issue i have to 'solve'. ^^

My question:
In which folder do i need to save bglass.tga, bglass_normal.tga and bglass_dudv.tga?
My map will be a map for CS:Source if that matters.

I hope to hear an answer soon. Thanks in advance :)

Read the basic texturing tutorial for folder directions etc...
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Re: Refracting Textures

Postby longshanks on Sun Apr 27, 2008 3:47 pm

You should probably learn how to do a regular material before you tackle refracting, which is alot more complicated.
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Re: Refracting Textures

Postby Rakkerzero on Sun Apr 27, 2008 4:00 pm

longshanks wrote:You should probably learn how to do a regular material before you tackle refracting, which is alot more complicated.

Well, before i used to create new textures to go ingame (CS:Source) and add a new spray. Then go the texture folders (where sprays are stored) and copy them to the right folder to use as an ingame texture.
Does work and is a more easy way, but that doesn't work for this effect.
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Re: Refracting Textures

Postby no00dylan on Wed Jul 23, 2008 1:17 am

I need help with this, it looks PERFECT in hammer, but in game its just purple sqaures.
my vmt:

Code: Select all
"Refract"
{
"$model" 1
"$bluramount" "1"
"$surfaceprop" "glass"
"$refractamount" ".100"
"$scale" "[1 1]"
"$normalmap" "dr2_normal"
"$dudvmap" "dhr2_dudv"
"$envmap" "env_cubemap"
"$envmaptint" "[.7 .7 .7]"
"$REFRACTTINTTEXTURE" "dhr2"
}


a picture of it in hammer:
http://img210.imageshack.us/img210/9376 ... roria3.jpg
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Re: Refracting Textures

Postby punky on Wed Jul 23, 2008 9:08 am

no00dylan wrote:I need help with this, it looks PERFECT in hammer, but in game its just purple sqaures.
my vmt:

Code: Select all
"Refract"
{
"$model" 1
"$bluramount" "1"
"$surfaceprop" "glass"
"$refractamount" ".100"
"$scale" "[1 1]"
"$normalmap" "dr2_normal"
"$dudvmap" "dhr2_dudv"
"$envmap" "env_cubemap"
"$envmaptint" "[.7 .7 .7]"
"$REFRACTTINTTEXTURE" "dhr2"
}


a picture of it in hammer:
http://img210.imageshack.us/img210/9376 ... roria3.jpg

You didn't define any paths at all...
For example make a map in your materials folder named "refract"
then you're .vmt would look like this
Code: Select all
"Refract"
{
"$model" 1
"$bluramount" "1"
"$surfaceprop" "glass"
"$refractamount" ".100"
"$scale" "[1 1]"
"$normalmap" "refract/dr2_normal"
"$dudvmap" "refract/dhr2_dudv"
"$envmap" "env_cubemap"
"$envmaptint" "[.7 .7 .7]"
"$REFRACTTINTTEXTURE" "refract/dhr2"
}
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Re: Refracting Textures

Postby Spike on Fri Jan 30, 2009 7:26 pm

What if my base texture ($refracttinttexture) has an alpha channel?
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Re: Refracting Textures

Postby Jeeves on Tue Mar 03, 2009 10:14 pm

Great tutorial.
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Re: Refracting Textures

Postby krazyjethro on Thu Jul 09, 2009 4:16 am

I just can not figure out what I am doing wrong here. It seems to work just fine, but for some reason it's not translucent at all. This is tied to a func_brush with Additive selected on the render mode (apparently additive does not work in the vmt).

Code: Select all
"Refract"
{
"$model" 1
"$bluramount" "1"
"$surfaceprop" "glass"
"$refractamount" ".1"
"$scale" "[1 1]"
   "$refracttinttexture" "octobunker/refract"
   "$normalmap" "octobunker/refract_normal"
   "$dudvmap" "octobunker/refract_dudv"
"$envmap" "env_cubemap"
"$envmaptint" "[.7 .7 .7]"
}


Also, I really, ultimately, want it to be just refraction. No base texture. How is this accomplished with tinting? White? Black?

Any help would be greatly appreciated.

Thanks
KJ
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Re: Refracting Textures

Postby vcool on Thu Jul 09, 2009 4:24 am

Why additive?

So you want a purely translucent but refracting texture. In that case, you just make a fully translucent base texture. Or a shade of gray.
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