OL Posted November 7, 2004 Report Posted November 7, 2004 does hl2 support animated textures, specifically on models
zaphod Posted November 7, 2004 Author Report Posted November 7, 2004 I'm trying to create water from the default materials, is it possible? I've tried them all and tried all the render modes. It still looks flat and not refractive like in the tech demo. just use one of the new water textures (they look purple in the texture browser becuase they are normal maps) leave it as a normal brush. Rendermodes are no longer used, all that kind of stuff is supported in the shader for the texture. It would take me way too long to explain everything new, and by this point I have a hard time remembering whats new and whats not. I haven't used hl1 in years. hl2 supports animated textures. You number the tgas in the correct order, and then put a small bit of text in a txt file named the same as the texture and then run the txt file through vtex which compiles it into one vtf file. You can also use proxies to get animated effects (scrolling or fading of texture channels) but there is no way I could explain proxies in this thread off the top of my head. I don't know about the steam thing.
skdr Posted November 7, 2004 Report Posted November 7, 2004 Is there any documentation for the shaders? How do I make my own shader for the objects? Also, why does the game set mat_fullbright "1" when I load my map. I run BSP, VIS, RAD and LIGHTS - all of them. Also, can you please explain whats effect is done with shadow_control? Thanks in advance Zaph
st0lve Posted November 7, 2004 Report Posted November 7, 2004 why won't my sky work? I got a normal box with a sky texture around the map.
ctswin Posted November 7, 2004 Report Posted November 7, 2004 have you set it in map properties to one that works?
Tequila Posted November 7, 2004 Report Posted November 7, 2004 Can Source support more rounded cylinders comfortably now? I want to be able to create smooth pipes without having to rely on models all the time.
-Stratesiz- Posted November 7, 2004 Report Posted November 7, 2004 Judging from all the content I've seen so far: no. Source remains blocky. Just look at the blocky unrealistic cliffs in HL2 and CS:S.
Tequila Posted November 7, 2004 Report Posted November 7, 2004 I dunno about that: the cliffs of the Coastline chapter of HL2 look fantastic.
Pericolos0 Posted November 7, 2004 Report Posted November 7, 2004 with models u can get all the roundness u want
Tequila Posted November 7, 2004 Report Posted November 7, 2004 with models u can get all the roundness u want Of course, but I don't have a clue how to model, and existing pipe models won't always fit the geometry I slap down!
Pericolos0 Posted November 7, 2004 Report Posted November 7, 2004 then learn how to model its essential!!!!!!
InsaneSingingBlender Posted November 7, 2004 Report Posted November 7, 2004 Is there any documentation for the shaders? How do I make my own shader for the objects? Also, why does the game set mat_fullbright "1" when I load my map. I run BSP, VIS, RAD and LIGHTS - all of them. Also, can you please explain whats effect is done with shadow_control? Thanks in advance Zaph it did that to me when i was running rad with -extra, try -normal
Tequila Posted November 7, 2004 Report Posted November 7, 2004 then learn how to model its essential!!!!!! True!
Taylor Swift Posted November 7, 2004 Report Posted November 7, 2004 Let me ask you if Half Life 2 is using real-time shadows and lighting or pre compiled or something. :-o
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