CompileTeam: Difference between revisions
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{{subpage|[[Material map compile flags]]}}{{DISPLAYTITLE:%CompileTeam}} | {{subpage|[[Material map compile flags]]}}{{DISPLAYTITLE:%CompileTeam}}{{toc-right}} | ||
{{l4ds|since}} | {{l4ds|since}} | ||
Compiles the texture to only affect a specific team. For example, the climb texture is a ladder that only lets infected climb up it.<br> | Compiles the texture to only affect a specific team. For example, the climb texture is a ladder that only lets infected climb up it.<br> | ||
However, making a texture '''visible''' to only one team requires [[Material Proxy|Proxies]]. As seen in the example below.<br> | However, making a texture '''visible''' to only one team requires [[Material Proxy|Proxies]]. As seen in the example below.<br> | ||
Example | == Example == | ||
UnlitGeneric | UnlitGeneric |
Revision as of 12:09, 14 April 2025
(in all games since )
Compiles the texture to only affect a specific team. For example, the climb texture is a ladder that only lets infected climb up it.
However, making a texture visible to only one team requires Proxies. As seen in the example below.
Example
UnlitGeneric { $basetexture "tools\climb" $additive 1 "%compileTeam" 2 "%compilepassbullets" 1 "%compileladder" 1 $proxRange 0.0 $proxTeam 1.0 $one 1.0 Proxies { PlayerTeam { team 3 //Note: "%compileTeam" and this "team" use different numbers. Because that's just how it is coded. resultVar $proxTeam } Subtract { srcVar1 $one srcVar2 $proxRange resultVar $alpha } Multiply { srcVar1 $alpha srcVar2 $proxTeam resultVar $alpha } TextureScroll { texturescrollvar $baseTextureTransform texturescrollrate 1 texturescrollangle 90.00 } } }
VBSP code
While %CompileTeam only exists in VBSP and newer, the contents flags it writes exist in all versions of Source. Adding the following to the SDK VBSP source code will allow %CompileTeam to be used in
branches, without using leaked code.
First, add this to the appropriate section of PrintBrushContentsToString in csg.cpp:
ADD_CONTENTS(CONTENTS_TEAM1)
ADD_CONTENTS(CONTENTS_TEAM2)
Next, add the following to the appropriate section of FindMiptex in textures.cpp:
// Handle L4D-style %CompileTeam (no leaked code used)
if ( propVal = GetMaterialVar( matID, "%compileTeam" ) )
{
if ( ( atoi(propVal) ) == 1 )
{
textureref[i].contents |= CONTENTS_TEAM1;
}
else if ( ( atoi(propVal) ) == 2 )
{
textureref[i].contents |= CONTENTS_TEAM2;
}
}