$treesway: Difference between revisions
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Note:These parameters only work in recent engine branches like
,
and other games based on it like
, along with mods that have it enabled like Lambda Wars. It was recently added to Team Fortress 2 with the Jungle Inferno Update and does not require env_wind to function.
m (Corrected awkward grammar and verified that it works in Team Fortress 2 without the use of env_wind.) |
m (Added $treeSwayStatic, and did a few minor changes.) |
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When this parameter is added, it will make the material morph around to an [[env_wind]] entity to give it the effect that it's blowing in the wind, this effect is used for the trees you see in {{csgo}}[[Counter-Strike:_Global_Offensive|Counter-Strike: Global Offensive]] and various foliage seen in {{insurgency}}[http://store.steampowered.com/app/222880 Insurgency 2014]. The effect assumes that the model is facing upwards, and the commands specify how much it should be affected by the [[env_wind]] entity. This shader has possibly been in Valve games since [[Left_4_Dead|Left 4 Dead]], but was never enabled and used by Valve until [[Left_4_Dead_2|Left 4 Dead 2]], mods using the [[Alien_Swarm|Alien Swarm]] codebase can enable this shader to take advantage of it. | When this parameter is added, it will make the material morph around to an [[env_wind]] entity to give it the effect that it's blowing in the wind, this effect is used for the trees you see in {{csgo}}[[Counter-Strike:_Global_Offensive|Counter-Strike: Global Offensive]] and various foliage seen in {{insurgency}}[http://store.steampowered.com/app/222880 Insurgency 2014]. The effect assumes that the model is facing upwards, and the commands specify how much it should be affected by the [[env_wind]] entity. This shader has possibly been in Valve games since [[Left_4_Dead|Left 4 Dead]], but was never enabled and used by Valve until [[Left_4_Dead_2|Left 4 Dead 2]], mods using the [[Alien_Swarm|Alien Swarm]] codebase can enable this shader to take advantage of it. | ||
{{note|These parameters only work in recent engine branches like {{l4d2}}, {{csgo}} and other games based on it like {{insurgency}}, along with mods that have it enabled like [http://store.steampowered.com/app/270370 Lambda Wars]. | {{note|These parameters only work in recent engine branches like {{l4d2}}, {{csgo}} and other games based on it like {{insurgency}}, along with mods that have it enabled like [http://store.steampowered.com/app/270370 Lambda Wars]. It was recently added to [[Team_Fortress_2|Team Fortress 2]] with the Jungle Inferno Update and does not require [[env_wind]] to function.}} | ||
Requires <code>[[VertexLitGeneric]]</code>. | Requires <code>[[VertexLitGeneric]]</code>. | ||
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; {{KV|$treeSwaySpeedLerpEnd|float|Minimum wind speed in which a gust triggered by [[env_wind]] will fully affect the material.}} | ; {{KV|$treeSwaySpeedLerpEnd|float|Minimum wind speed in which a gust triggered by [[env_wind]] will fully affect the material.}} | ||
; {{TF2 add|{{KV|$treeSwayStatic|bool|Whether or not to instead use a static wind value instead of the values from [[env_wind]].}}}} | |||
[[Category:List of Shader Parameters|T]] | [[Category:List of Shader Parameters|T]] |
Revision as of 17:15, 27 June 2018
When this parameter is added, it will make the material morph around to an env_wind entity to give it the effect that it's blowing in the wind, this effect is used for the trees you see in Counter-Strike: Global Offensive and various foliage seen in
Insurgency 2014. The effect assumes that the model is facing upwards, and the commands specify how much it should be affected by the env_wind entity. This shader has possibly been in Valve games since Left 4 Dead, but was never enabled and used by Valve until Left 4 Dead 2, mods using the Alien Swarm codebase can enable this shader to take advantage of it.




Requires VertexLitGeneric
.
Syntax
$treeSway "1" $treeSwayHeight "8" $treeSwayStartHeight ".5" $treeSwayRadius "1" $treeSwayStartRadius "0.0" $treeSwaySpeed "2" $treeSwayStrength ".1" $treeSwayScrumbleSpeed "3" $treeSwayScrumbleStrength ".2" $treeSwayScrumbleFrequency "20" $treeSwayFalloffExp "2" $treeSwayScrumbleFalloffExp "3" $treeSwaySpeedHighWindMultiplier ".2" $treeSwaySpeedLerpStart "1000.0" $treeSwaySpeedLerpEnd "2500.0"
Additional parameters
- $treeSwayStartHeight ([todo internal name (i)]) <float>
- The height from the origin in which the effect starts blending in.
- $treeSwayRadius ([todo internal name (i)]) <float>
- The radius from the origin in which the effect is applied.
- $treeSwayStartRadius ([todo internal name (i)]) <float>
- The radius from the origin in which the effect starts blending in.
- $treeSwaySpeed ([todo internal name (i)]) <float>
- The speed multiplier of large movement such as the trunk.
- $treeSwayStrength ([todo internal name (i)]) <float>
- The distance multiplier of large movement such as the trunk.
- $treeSwayFalloffExp ([todo internal name (i)]) <float>
- The falloff of the effect on small movement such as the trunk. Higher means a more stable center.
- $treeSwayScrumbleSpeed ([todo internal name (i)]) <float>
- The speed multiplier of the small movement such as the leaves.
- $treeSwayScrumbleStrength ([todo internal name (i)]) <float>
- The distance multiplier of the small movement such as the leaves.
- $treeSwayScrumbleFrequency ([todo internal name (i)]) <float>
- The frequency of the rippling of a sine wave in small movement such as the leaves.
- $treeSwayScrumbleFalloffExp ([todo internal name (i)]) <float>
- The falloff of the effect on small movement such as the leaves. Higher means a more stable center.
- $treeSwaySpeedHighWindMultiplier ([todo internal name (i)]) <float>
- Speed multiplier when env_wind triggers a gust.
- $treeSwaySpeedLerpStart ([todo internal name (i)]) <float>
- Minimum wind speed in which a gust triggered by env_wind will start affecting the material.