Talk:Material modify control

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Using this with a simple $alpha transition of 0 to 1 (Transparent to Opaque) - seems that dynamic models are not "fading" as world geometry does. Any suggestions? --RTF 03:09, 30 November 2011 (PST)

Edit: Seems to be doing this with any dynamic entity or brush, I.E. func_brush, prop_dynamic, func_door etc.

Added an important detail to getting this to work in the description. --Gir 01:40, 16 Feb 2007 (PST)

Ooh, didn't know I could use this on models. I'm going to guess "no" but it won't hurt to ask: does it work on env_screenoverlay? Because that would be awesome if it did. --4LT 10:56, 19 Aug 2008 (PDT)

It should if you can get the material proxy in the overlay. And someone how to tie it to that. --JakeB 17:11, 19 Aug 2008 (PDT)
I played around with it, and it seems to work. You have to use material proxy on a brush (or maybe model) that has the material, then apply the same material as a screen overlay. The thing is, using material_modify_control does not work while the overlay is enabled, you have to use it before enabling the screen overlay. --4LT 09:37, 22 Aug 2008 (PDT)


Don't works on shader water with parameter "$fogenable" et "$fogcolor". Help pls. --Anarkia777 21:37, 27 July 2010 (UTC) Edit : Oh ok I thing it's because I forget transform my block water to entity, but water shader don't works on block entity, how I can do ?. --Anarkia777 22:09, 27 July 2010 (UTC)

You cannot use material_modify_control on water. --Omnicoder 00:00, 28 July 2010 (UTC)


Bug in StartFloatLerp, Fractional values for <Start Value> <End Value> are truncated to 0, or at least in l4d2. One work-around for this is to scale your values to integers and then use a Divide proxy. Does anyone know how "expense" that adds to a material? --Shotgunefx 18:10, 19 August 2011 (PDT)


Possible bug/limitation: game could crash if you try to modify 2 textures with 2 separate material controls on a single model. -MrKleiner 13-05-2021

Some bugs/caveats I just found in Counter-Strike: Source

  • SetMaterialVar and SetMaterialVarToCurrentTime require the MaterialModify proxy.
  • On a material with only the MaterialModifyAnimated proxy StartFloatLerp will repeat the StartAnimSequence input (or maybe reuses the same values from it. Same difference.) If that input hasn't been fired nothing happens.
  • On a material with the MaterialModify proxy the StartAnimSequence input crashes the game.
  • StartFloatLerp never loops.
  • StartAnimSequence will get a random texture from the map if for the <frame end> param you use -1 or a value greater than the last frame. If setting -1 it will display it for 1 frame before ending on the first frame.

--Sirhephaestus (talk) 12:44, 21 November 2024 (PST)