$treesway: Difference between revisions
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Note:This was recently added to Team Fortress 2 with the Jungle Inferno Update and does not require
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==Parameters== | ==Parameters== | ||
<pre> | <pre> | ||
$treeSway "0" "1" or "2" | $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 in Portal 2, CS:GO, and Alien Swarm engines. | |||
//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 xy plane in model space, with its center at the origin. | |||
$treeSwayHeight "float"//The height in which the effect is applied. | $treeSwayHeight "float"//The height in which the effect is applied. | ||
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[[Category:List of Shader Parameters|T]] | [[Category:List of Shader Parameters|T]] | ||
Revision as of 19:19, 24 July 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. 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 parameter has possibly been in Valve games since Left 4 Dead, but was used until Left 4 Dead 2. Mods using the Alien Swarm codebase can enable this shader to take advantage of it.

env_wind
to function.Requires VertexLitGeneric.
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 in Portal 2, CS:GO, and Alien Swarm engines. //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 xy plane in model space, with its center at the origin. $treeSwayHeight "float"//The height in which the effect is applied. $treeSwayStartHeight "float"//The height from the origin in which the effect starts blending in. $treeSwayRadius "float"//The radius from the origin in which the effect is applied. $treeSwayStartRadius "float"//The radius from the origin in which the effect starts blending in. $treeSwaySpeed "float"//The speed multiplier of large movement such as the trunk. $treeSwayStrength "float"//The distance multiplier of large movement such as the trunk. $treeSwayScrumbleSpeed "float"//The falloff of the effect on small movement such as the trunk. Higher means a more stable center. $treeSwayScrumbleStrength "float"//The speed multiplier of the small movement such as the leaves. $treeSwayScrumbleFrequency "float"//The distance multiplier of the small movement such as the leaves. $treeSwayFalloffExp "float"//The frequency of the rippling of a sine wave in small movement such as the leaves. $treeSwayScrumbleFalloffExp "float"//The falloff of the effect on small movement such as the leaves. Higher means a more stable center. $treeSwaySpeedHighWindMultiplier "float"//Speed multiplier when env_wind triggers a gust. $treeSwaySpeedLerpStart "float"//Minimum wind speed in which a gust triggered by env_wind will start affecting the material. $treeSwaySpeedLerpEnd "float"//Minimum wind speed in which a gust triggered by env_wind will fully affect the material. $treeSwayStatic "1" //Whether or not to instead use a static wind value instead of the values from env_wind.