VortWarp: Difference between revisions
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m (Oops, forgot one of the most important parameters.) |
NvC DmN CH (talk | contribs) m (cleared up $entityorigin) |
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; <code>$flowmap <[[texture]]></code> | ; <code>$flowmap <[[texture]]></code> | ||
: Flowmap to use. | : Flowmap to use. | ||
; <code>$entityorigin <[[vector]]></code> | |||
: The point which the model will be squished to. The entire model will try to be squished into that point. If unspecified becomes the world origin by default, [0 0 0] | |||
; <code>$warpparam <[[float]]></code> | ; <code>$warpparam <[[float]]></code> | ||
: | : Warping amount toward the specified $entityorigin. 1.0 leaves the model unaffected, lower values squish more, while 0.0 makes it practically invisible. | ||
{{TODO|Test on brushes more. Do they have an origin? Try with entity brushes (ex. func_brush). They have origins.}} | |||
; <code>$selfillummap <[[texture]]></code> | ; <code>$selfillummap <[[texture]]></code> | ||
: A [[Glowing_Textures#.24selfillum_textures|$selfillummask]] to blend with the Flowmap. | : A [[Glowing_Textures#.24selfillum_textures|$selfillummask]] to blend with the Flowmap. |
Revision as of 19:48, 4 February 2019
This is the shader used on the vortigaunts in the intro sequence in Half-Life 2: Episode One. It blends a Flowmap with a illumination mask, and creates a similar effect to how water uses Flowmaps in newer engine branches. The shader can be both used on brushes and models.
Shader parameters
$unlit <bool>
- Whether or not the material should be lit.
$flowmap <texture>
- Flowmap to use.
$entityorigin <vector>
- The point which the model will be squished to. The entire model will try to be squished into that point. If unspecified becomes the world origin by default, [0 0 0]
$warpparam <float>
- Warping amount toward the specified $entityorigin. 1.0 leaves the model unaffected, lower values squish more, while 0.0 makes it practically invisible.
Todo: Test on brushes more. Do they have an origin? Try with entity brushes (ex. func_brush). They have origins.
$selfillummap <texture>
- A $selfillummask to blend with the Flowmap.
Supported effects
Example
Example showing the minimal needed parameters in order to make the shader work.
VortWarp
{
$basetexture lights/white
$flowmap shadertest/cloud
$selfillummap shadertest/lump
$selfillumtint "{ 200 15 0 }"
$warpparam 1.0
}