Custom Shader (Actually edited shader from Hl2)

Any aspects of level design for the Source engine.

Custom Shader (Actually edited shader from Hl2)

Postby Redcow on Fri Oct 29, 2010 6:27 pm

((move to texture area / model area please))

I was trying to modify the "goo" effect that you see in those giant test tubes. The orange liquid looking one.

All I did really is edit the VTF's to be blue, and change the VMT.

Some reason it doesn't want to work, here's the original VMT and the after VMT.

Code: Select all
"GooInGlass"
{
   "$basetexture" "shadertest/GooInGlass"
   "$envmap" "shadertest/GooInGlass_env"
   "$bumpmap" "shadertest/GooInGlass_normal"
   "$surfaceprop" "glass"
   "$envmaptint" "[ 1.00 1.00 1.00 ]"
   "$glassenvmap" "shadertest/GooInGlass_envglass"
   "$glassenvmaptint" "[ 1.00 1.00 1.00 ]"

   "Proxies"
   {
      "TextureScroll"
      {
         "texturescrollvar" "$bumptransform"
         "texturescrollrate" 0.20
         "texturescrollangle" 60
      }
   }
}




AFTER:



Code: Select all
"bluegoo"
{
   "$basetexture" "spmission/bluegoo"
   "$envmap" "spmission/bluegoo_env"
   "$bumpmap" "spmission/bluegoo_normal"
   "$surfaceprop" "glass"
   "$envmaptint" "[ 1.00 1.00 1.00 ]"
   "$glassenvmap" "spmission/bluegoo_envglass"
   "$glassenvmaptint" "[ 1.00 1.00 1.00 ]"

   "Proxies"
   {
      "TextureScroll"
      {
         "texturescrollvar" "$bumptransform"
         "texturescrollrate" 0.20
         "texturescrollangle" 60
      }
   }
}



Redcow
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Joined: Sun Jan 24, 2010 2:21 am

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