Material modify control: Difference between revisions

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m (Robot: fixing template case.)
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*'''SetMaterialVarToCurrentTime'''
*'''SetMaterialVarToCurrentTime'''
:This sets the material variable to the current time on the server.
:This sets the material variable to the current time on the server.
* '''{{ep1 add|StartAnimSequence <string>}}'''
* '''{{EP1 add|StartAnimSequence <string>}}'''
: Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames.
: Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames.
: Format: <code><Frame Start> <Frame End> <Frame Rate> <Loop></code>
: Format: <code><Frame Start> <Frame End> <Frame Rate> <Loop></code>
: Setting "Frame End" to -1 uses the last frame of the texture. "Loop" should be 1 or 0.
: Setting "Frame End" to -1 uses the last frame of the texture. "Loop" should be 1 or 0.
* '''{{ep1 add|StartFloatLerp <string>}}'''
* '''{{EP1 add|StartFloatLerp <string>}}'''
: Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values.
: Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values.
: Format: <code><Start Value> <End Value> <Transition Time> <Loop></code>
: Format: <code><Start Value> <End Value> <Transition Time> <Loop></code>

Revision as of 19:19, 19 January 2009

Template:Wrongtitle Template:Base point

Entity Description

An entity that can be used to directly control material vars. To use it, you need to make sure the .vmt of the material you intend to work with has the "MaterialModify" Material Proxy in use. Then, set this entity's parent to a brush or model entity using the material you want to control.

Keyvalues

Material to modify
  • materialVar <string>
Variable of the material to modify

Inputs

Fire to modify a material variable. The argument is the value to set the variable to.
  • SetMaterialVarToCurrentTime
This sets the material variable to the current time on the server.
  • StartAnimSequence <string> (in all games since Half-Life 2: Episode One)
Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames.
Format: <Frame Start> <Frame End> <Frame Rate> <Loop>
Setting "Frame End" to -1 uses the last frame of the texture. "Loop" should be 1 or 0.
  • StartFloatLerp <string> (in all games since Half-Life 2: Episode One)
Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values.
Format: <Start Value> <End Value> <Transition Time> <Loop>
"Loop" should be 1 or 0.

Outputs