Material modify control: Difference between revisions

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Compare this with the {{ent|env_texturetoggle}} entity, which can control brushes or overlays by [[targetname]].
Compare this with the {{ent|env_texturetoggle}} entity, which can control brushes or overlays by [[targetname]].
{{bug|The entity will not work unless it's parented to an object that's in the [[PVS]], is on-screen, and has at least one face facing towards the viewer that's textured with the <tt>Material to modify</tt>.}}
{{ModernBug|The entity will not work unless it's parented to an object that's in the [[PVS]], is on-screen, and has at least one face facing towards the viewer that's textured with the <tt>Material to modify</tt>.}}
Instances of the Material to Modify on world geometry are controlled by the lowest-ID (first created in Hammer) <tt>material_modify_control</tt>, in addition to instances of the material on the <tt>material_modify_control</tt>'s parent.
Instances of the Material to Modify on world geometry are controlled by the lowest-ID (first created in Hammer) <tt>material_modify_control</tt>, in addition to instances of the material on the <tt>material_modify_control</tt>'s parent.


== Keyvalues ==
== Keyvalues ==
{{KV|Material to modify|intn=materialName|string|Path to the VMT file you want to modify, relative to <code>materials/</code> folder. Without <code>.vmt</code> suffix.
{{KV|Material to modify|intn=materialName|string|Path to the VMT file you want to modify, relative to <code>materials/</code> folder. Without <code>.vmt</code> suffix.
{{bug|Does not work if the VMT is just in <code>materials/</code>. Should be in a subfolder, like <code>materials/effects/</code> for example.}}
{{ModernBug|Does not work if the VMT is just in <code>materials/</code>. Should be in a subfolder, like <code>materials/effects/</code> for example.}}
{{bug|When a [[material]] has a {{ent|$envmap}} with <code>env_cubemap</code> as the value, this entity will appear to not work for that material. This is because [[VBSP]] will patch the original material and give it a different name that corresponds to the position of the closest [[cubemap]] to the brush face that has that material. This happens for every occurrence of the material. In order to make it work, you can replace the <code>env_cubemap</code> in your material with the path to the generated image of the closest cubemap. For example: <tt>env_cubemap "maps/yourmap/c124_28_-60"</tt>. This means, however, that you will have to do it for every occurrence of the material you want to change, especially when you want them to use different cubemap images. This will make it so that VBSP will not try to patch the material and thus leave the original name. Another way is to just to directly specify the patched material name that is generated by VBSP, which you can find after unpacking the map file.}} }}
{{ModernBug|When a [[material]] has a {{ent|$envmap}} with <code>env_cubemap</code> as the value, this entity will appear to not work for that material. This is because [[VBSP]] will patch the original material and give it a different name that corresponds to the position of the closest [[cubemap]] to the brush face that has that material. This happens for every occurrence of the material. In order to make it work, you can replace the <code>env_cubemap</code> in your material with the path to the generated image of the closest cubemap. For example: <tt>env_cubemap "maps/yourmap/c124_28_-60"</tt>. This means, however, that you will have to do it for every occurrence of the material you want to change, especially when you want them to use different cubemap images. This will make it so that VBSP will not try to patch the material and thus leave the original name. Another way is to just to directly specify the patched material name that is generated by VBSP, which you can find after unpacking the map file.}} }}
{{KV|Material variable to modify|intn=materialVar|string|Name of the [[:Category:List of Shader Parameters|shader parameter]] you want to modify. Include the <code>$</code> symbol like how they are written in the VMT.}}
{{KV|Material variable to modify|intn=materialVar|string|Name of the [[:Category:List of Shader Parameters|shader parameter]] you want to modify. Include the <code>$</code> symbol like how they are written in the VMT.}}
{{KV Targetname}}
{{KV Targetname}}
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{{IO|SetMaterialVar|Sets the chosen material parameter to the specified value.|param=string}}
{{IO|SetMaterialVar|Sets the chosen material parameter to the specified value.|param=string}}
{{IO|SetMaterialVarToCurrentTime|This sets the material variable to the current time on the server.}}
{{IO|SetMaterialVarToCurrentTime|This sets the material variable to the current time on the server.}}
{{IO|StartAnimSequence|Force an animated material with the <tt>MaterialModifyAnimated</tt> proxy to play a set of animation frames. <br/> Format is: <code><Frame Start> <Frame End> <Frame Rate> <Loop></code> <br/> <code><Loop></code> should be 1 or 0. {{tip|Setting "Frame End" to -1 uses the last frame of the texture.}}|param=string}}
{{IO|StartAnimSequence|Force an animated material with the <tt>MaterialModifyAnimated</tt> proxy to play a set of animation frames. <br/> Format is: <code><Frame Start> <Frame End> <Frame Rate> <Loop></code> <br/> <code><Loop></code> should be 1 or 0. {{ModernTip|Setting "Frame End" to -1 uses the last frame of the texture.}}|param=string}}
{{IO|StartFloatLerp|Force a material with the <tt>MaterialModifyAnimated</tt> proxy to linearly interpolate a material var between two floating point values. <br/> Format is: <code><Start Value> <End Value> <Transition Time> <Loop></code> <br/> <code><Loop></code> should be 1 or 0.
{{IO|StartFloatLerp|Force a material with the <tt>MaterialModifyAnimated</tt> proxy to linearly interpolate a material var between two floating point values. <br/> Format is: <code><Start Value> <End Value> <Transition Time> <Loop></code> <br/> <code><Loop></code> should be 1 or 0.
{{note|For the linear interpolation to work correctly, you need both the <tt>MaterialModify</tt> and <tt>MaterialModifyAnimated</tt> proxies to be present.}}
{{note|For the linear interpolation to work correctly, you need both the <tt>MaterialModify</tt> and <tt>MaterialModifyAnimated</tt> proxies to be present.}}

Revision as of 04:49, 21 April 2023

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Template:Entity 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, which can control brushes or overlays by targetname. Template:ModernBug Instances of the Material to Modify on world geometry are controlled by the lowest-ID (first created in Hammer) material_modify_control, in addition to instances of the material on the material_modify_control's parent.

Keyvalues

Material to modify (materialName) <string>
Path to the VMT file you want to modify, relative to materials/ folder. Without .vmt suffix.

Template:ModernBug Template:ModernBug

Material variable to modify (materialVar) <string>
Name of the shader parameter you want to modify. Include the $ symbol like how they are written in the VMT.
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. Template:ModernTip
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.
Note.pngNote:For the linear interpolation to work correctly, you need both the MaterialModify and MaterialModifyAnimated proxies to be present.
Todo: There are some clarifications needed to be done about some quirks of this input.