Material modify control: Difference between revisions

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For the entity to work, its target material must have the <code>MaterialModify</code> or <code>MaterialModifyAnimated</code> [[Material Proxy|proxy]] installed, and must be applied to an entity.
For the entity to work, its target material must have the <code>MaterialModify</code> or <code>MaterialModifyAnimated</code> [[Material Proxy|proxy]] installed, and must be applied to an entity.
If the material_modify_control entity is [[parent]]ed to another entity, it will only affect the material where it appears on that parent. Otherwise, it will affect all entities.


Compare this with the [[env_texturetoggle]] entity that can control brushes or overlays by [[targetname]].
Compare this with the [[env_texturetoggle]] entity that can control brushes or overlays by [[targetname]].


{{bug|'''material_modify_control must be parented to an entity to be networked to clients.'''}} - '''Simply put, without parenting the material's properties cannot be controlled at all.'''
{{bug|The entity will not work unless it's parented to an object that's in the [[PVS]] and on-screen which has at least one face facing towards the viewer that's textured with the Material to Modify. The entity also does not limit itself to only controlling textures on its parent like the fgd says.}}
 


== Keyvalues ==
== Keyvalues ==

Revision as of 22:54, 4 May 2020

Template:Base point It is used to modify arbitrary material properties in response to I/O events.

For the entity to work, its target material must have the MaterialModify or MaterialModifyAnimated proxy installed, and must be applied to an entity.

Compare this with the env_texturetoggle entity that can control brushes or overlays by targetname.

Icon-Bug.pngBug:The entity will not work unless it's parented to an object that's in the PVS and on-screen which has at least one face facing towards the viewer that's textured with the Material to Modify. The entity also does not limit itself to only controlling textures on its parent like the fgd says.  [todo tested in ?]

Keyvalues

Material to modify ([todo internal name (i)]) <string>
Path to the VMT file you want to modify, relative to materials/ folder. Without .vmt suffix.
Icon-Bug.pngBug:Does not work if the VMT is just in materials/. Should be in a subfolder, like materials/effects/ for example.  [todo tested in ?]
Material variable to modify ([todo internal name (i)]) <string>
Name of the shader parameter you want to modify. Include $ symbol like how they are written in the VMT
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

SetMaterialVar <stringRedirectInput/string>
Sets the chosen material parameter to the specified value.
SetMaterialVarToCurrentTime
This sets the material variable to the current time on the server.
StartAnimSequence <stringRedirectInput/string>
Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames.
Format is: <Frame Start> <Frame End> <Frame Rate> <Loop>
<Loop> should be 1 or 0.
Tip.pngTip:Setting "Frame End" to -1 uses the last frame of the texture.
StartFloatLerp <stringRedirectInput/string>
Force a material with the MaterialModifyAnimated proxy to linearly interpolate a material var between two floating point values.
Format is: <Start Value> <End Value> <Transition Time> <Loop>
<Loop> should be 1 or 0.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.


Outputs