$treesway: Difference between revisions
Jump to navigation
Jump to search
Note:In
,
, does not require env_wind if
Bug:In
, using a projected texture on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach.
NvC DmN CH (talk | contribs) m (how to achieve [the same effect -> similar effect] in the link) |
Deprecated (talk | contribs) (Add default values for parameters) |
||
Line 12: | Line 12: | ||
//The model is expected to be built lying in the X Y plane in model space, with its center at the origin. | //The model is expected to be built lying in the X Y plane in model space, with its center at the origin. | ||
$treeSwayHeight | $treeSwayHeight <float> //The height in which the effect is applied. Default 1000. | ||
$treeSwayStartHeight | $treeSwayStartHeight <float> //The height from the origin in which the effect starts blending in. Default 0.2. | ||
$treeSwayRadius | $treeSwayRadius <float> //The radius from the origin in which the effect is applied. Default 300. | ||
$treeSwayStartRadius | $treeSwayStartRadius <float> //The radius from the origin in which the effect starts blending in. Default 0.1. | ||
$treeSwaySpeed | $treeSwaySpeed <float> //The speed multiplier of large movement such as the trunk. Default 1. | ||
$treeSwayStrength | $treeSwayStrength <float> //The distance multiplier of large movement such as the trunk. Default 10. | ||
$treeSwayScrumbleSpeed | $treeSwayScrumbleSpeed <float> //The falloff of the effect on small movement such as the trunk. Higher means a more stable center. Default 0.1. | ||
$treeSwayScrumbleStrength | $treeSwayScrumbleStrength <float> //The speed multiplier of the small movement such as the leaves. Default 0.1. | ||
$treeSwayScrumbleFrequency | $treeSwayScrumbleFrequency <float> //The distance multiplier of the small movement such as the leaves. Default 0.1. | ||
$treeSwayFalloffExp | $treeSwayFalloffExp <float> //The frequency of the rippling of a sine wave in small movement such as the leaves. Default 1.5. | ||
$treeSwayScrumbleFalloffExp | $treeSwayScrumbleFalloffExp <float> //The falloff of the effect on small movement such as the leaves. Higher means a more stable center. Default 1. | ||
$treeSwaySpeedHighWindMultiplier | $treeSwaySpeedHighWindMultiplier <float> //Speed multiplier when env_wind triggers a gust. Default 2. | ||
$treeSwaySpeedLerpStart | $treeSwaySpeedLerpStart <float> //Minimum wind speed in which a gust triggered by env_wind will start affecting the material. Default 3. | ||
$treeSwaySpeedLerpEnd | $treeSwaySpeedLerpEnd <float> //Minimum wind speed in which a gust triggered by env_wind will fully affect the material. Default 6. | ||
$treeSwayStatic | $treeSwayStatic <bool> //Whether or not to instead use a static wind value instead of the values from env_wind. TF2 and GMOD (as of April 2019) only. | ||
</pre> | </pre> | ||
Revision as of 19:42, 4 May 2019
$treeSway
is a VMT command for VertexLitGeneric
available in ,
,
,
,
,
(As of Jungle Inferno),
(as of December 2017),
(as of October 2018) that morphs a material around using the parameters of an
env_wind
entity. This is used in and
to give the appearance of tree leaves and foilage blowing in the wind. The paramaters of this command determine how much the
env_wind
entity should affect the morphing. This command assumes any model using it is facing upwards.



$treeSwayStatic
is set to 1.

$halflambert
may also partially fix the issue. [todo tested in ?]Parameters
$treeSway "0" "1" or "2" //Changes the treesway effect. 0 is no sway, 1 is classic tree sway, 2 is an alternate, radial tree sway effect. //Tree sway mode 2: Hacks to use tree sway code on rectangular sheets of plastic/tarp attached at the four corners. //Inverts the sway scale radius to be 1 at (0,0,0) in model space and fall off radially towards the edges of the model. //The model is expected to be built lying in the X Y plane in model space, with its center at the origin. $treeSwayHeight <float> //The height in which the effect is applied. Default 1000. $treeSwayStartHeight <float> //The height from the origin in which the effect starts blending in. Default 0.2. $treeSwayRadius <float> //The radius from the origin in which the effect is applied. Default 300. $treeSwayStartRadius <float> //The radius from the origin in which the effect starts blending in. Default 0.1. $treeSwaySpeed <float> //The speed multiplier of large movement such as the trunk. Default 1. $treeSwayStrength <float> //The distance multiplier of large movement such as the trunk. Default 10. $treeSwayScrumbleSpeed <float> //The falloff of the effect on small movement such as the trunk. Higher means a more stable center. Default 0.1. $treeSwayScrumbleStrength <float> //The speed multiplier of the small movement such as the leaves. Default 0.1. $treeSwayScrumbleFrequency <float> //The distance multiplier of the small movement such as the leaves. Default 0.1. $treeSwayFalloffExp <float> //The frequency of the rippling of a sine wave in small movement such as the leaves. Default 1.5. $treeSwayScrumbleFalloffExp <float> //The falloff of the effect on small movement such as the leaves. Higher means a more stable center. Default 1. $treeSwaySpeedHighWindMultiplier <float> //Speed multiplier when env_wind triggers a gust. Default 2. $treeSwaySpeedLerpStart <float> //Minimum wind speed in which a gust triggered by env_wind will start affecting the material. Default 3. $treeSwaySpeedLerpEnd <float> //Minimum wind speed in which a gust triggered by env_wind will fully affect the material. Default 6. $treeSwayStatic <bool> //Whether or not to instead use a static wind value instead of the values from env_wind. TF2 and GMOD (as of April 2019) only.
See Also
https://gamebanana.com/tuts/12924 - How to achieve a similar effect without $treeSway
, on all source engine games