Material modify control

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Entity Description

An entity that can be used to directly control material vars. To use it, you need to make sure the .vmt of the material you intend to work with has the "MaterialModify" Material Proxy in use. Then, set this entity's parent to a brush or model entity using the material you want to control.

Keyvalues

Material to modify
  • materialVar <string>
Variable of the material to modify

Inputs

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.
  • SetMaterialVar <string>
Fire to modify a material variable. The argument is the value to set the variable to.
  • SetMaterialVarToCurrentTime
This sets the material variable to the current time on the server.
  • StartAnimSequence <string> (in all games since Half-Life 2: Episode One)
Force an animated material with the MaterialModifyAnimated proxy to play a set of animation frames.
Format: <Frame Start> <Frame End> <Frame Rate> <Loop>
Setting "Frame End" to -1 uses the last frame of the texture. "Loop" should be 1 or 0.
  • StartFloatLerp <string> (in all games since Half-Life 2: Episode One)
Force a material with the MaterialModifyAnimated proxy to lerp a material var between two floating point values.
Format: <Start Value> <End Value> <Transition Time> <Loop>
"Loop" should be 1 or 0.

Outputs