$emissiveblend: Difference between revisions
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'''<code>$emissiveblend</code>''' is a material effect. | '''<code>$emissiveblend</code>''' is a material effect. You need all of the parameters in order for the effect to work. | ||
{{Note|The only example of this is in <code>episodic/materials/models/vortigaunt/vortigaunt_blue.vmt</code> found in the 'source2007 shared.gcf'.}} | {{Note|The only example of this is in <code>episodic/materials/models/vortigaunt/vortigaunt_blue.vmt</code> found in the 'source2007 shared.gcf'.}} | ||
{ | { | ||
$emissiveBlendEnabled <[[bool]]> // Enables effect | $emissiveBlendEnabled <[[bool]]> // Enables effect | ||
$emissiveBlendTexture <[[texture]]> // | $emissiveBlendTexture <[[texture]]> // Texture the flowmap scrolls. Not mapped to a UV. | ||
$emissiveBlendBaseTexture <[[texture]]> | $emissiveBlendBaseTexture <[[texture]]> // Texture used for the selfillumination. Can be colored or black and white. Does not adopt the base texture's color. | ||
$emissiveBlendFlowTexture <[[texture]]> | $emissiveBlendFlowTexture <[[texture]]> //A Flowmap texture. The same kind used for L4D2's flowing water. | ||
$emissiveBlendTint <[[RGB]]> //RGB | $emissiveBlendTint <[[RGB]]> //RGB color. Defaults to 1 1 1 | ||
$emissiveBlendScrollVector <[[float]] [[float]]> // | $emissiveBlendScrollVector <[[float]] [[float]]> //Direction and speed the texture scrolls. X and Y respectively. A setting of 1 results in the texture tiling every 1 second. | ||
} | } | ||
[[Category:Material System]] | [[Category:Material System]] |
Revision as of 08:03, 27 October 2017
$emissiveblend
is a material effect. You need all of the parameters in order for the effect to work.

episodic/materials/models/vortigaunt/vortigaunt_blue.vmt
found in the 'source2007 shared.gcf'.{ $emissiveBlendEnabled <bool> // Enables effect $emissiveBlendTexture <texture> // Texture the flowmap scrolls. Not mapped to a UV. $emissiveBlendBaseTexture <texture> // Texture used for the selfillumination. Can be colored or black and white. Does not adopt the base texture's color. $emissiveBlendFlowTexture <texture> //A Flowmap texture. The same kind used for L4D2's flowing water. $emissiveBlendTint <RGB> //RGB color. Defaults to 1 1 1 $emissiveBlendScrollVector <float float> //Direction and speed the texture scrolls. X and Y respectively. A setting of 1 results in the texture tiling every 1 second. }