Talk:Material modify control: Difference between revisions
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Using this with a simple $alpha transition of 0 to 1 (Transparent to Opaque) - seems that dynamic models are not "fading" as world geometry does. Any suggestions? --[[User:RTF|RTF]] 03:09, 30 November 2011 (PST) | Using this with a simple $alpha transition of 0 to 1 (Transparent to Opaque) - seems that dynamic models are not "fading" as world geometry does. Any suggestions? --[[User:RTF|RTF]] 03:09, 30 November 2011 (PST) | ||
:Edit: Seems to be doing this with any dynamic entity or brush, I.E. func_brush, prop_dynamic, func_door etc. | |||
Added an important detail to getting this to work in the description. --[[User:Gir|Gir]] 01:40, 16 Feb 2007 (PST) | Added an important detail to getting this to work in the description. --[[User:Gir|Gir]] 01:40, 16 Feb 2007 (PST) |
Revision as of 04:28, 30 November 2011
Using this with a simple $alpha transition of 0 to 1 (Transparent to Opaque) - seems that dynamic models are not "fading" as world geometry does. Any suggestions? --RTF 03:09, 30 November 2011 (PST)
- Edit: Seems to be doing this with any dynamic entity or brush, I.E. func_brush, prop_dynamic, func_door etc.
Added an important detail to getting this to work in the description. --Gir 01:40, 16 Feb 2007 (PST)
Ooh, didn't know I could use this on models. I'm going to guess "no" but it won't hurt to ask: does it work on env_screenoverlay? Because that would be awesome if it did. --4LT 10:56, 19 Aug 2008 (PDT)
- It should if you can get the material proxy in the overlay. And someone how to tie it to that. --JakeB 17:11, 19 Aug 2008 (PDT)
- I played around with it, and it seems to work. You have to use material proxy on a brush (or maybe model) that has the material, then apply the same material as a screen overlay. The thing is, using material_modify_control does not work while the overlay is enabled, you have to use it before enabling the screen overlay. --4LT 09:37, 22 Aug 2008 (PDT)
Don't works on shader water with parameter "$fogenable" et "$fogcolor". Help pls. --Anarkia777 21:37, 27 July 2010 (UTC)
Edit : Oh ok I thing it's because I forget transform my block water to entity, but water shader don't works on block entity, how I can do ?. --Anarkia777 22:09, 27 July 2010 (UTC)
You cannot use material_modify_control on water. --Omnicoder 00:00, 28 July 2010 (UTC)
Bug in StartFloatLerp, Fractional values for <Start Value> <End Value> are truncated to 0, or at least in l4d2. One work-around for this is to scale your values to integers and then use a Divide proxy. Does anyone know how "expense" that adds to a material? --Shotgunefx 18:10, 19 August 2011 (PDT)