Changing Texture
Quote from Lostprophetpunk on June 21, 2011, 3:03 pmHeya there,
I would like to know how I would be able to change the texture of a panel, that has just finished an animation (such as a panel opening from the wall), to be able to change the texture of said panel as it animates, or even at the end of the animation.
How would I go about doing this?
Heya there,
I would like to know how I would be able to change the texture of a panel, that has just finished an animation (such as a panel opening from the wall), to be able to change the texture of said panel as it animates, or even at the end of the animation.
How would I go about doing this?
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Quote from KenJeKenny!? on June 21, 2011, 3:26 pmI'm not sure if that's possible.... But to be honest if you would look at it as it were changing textures it would look really ugly and unbelievable....
Could you try to describe what you are trying to do? maybe there is another way. (panel moving back, another textured panel moving in for example?)
I'm not sure if that's possible.... But to be honest if you would look at it as it were changing textures it would look really ugly and unbelievable....
Could you try to describe what you are trying to do? maybe there is another way. (panel moving back, another textured panel moving in for example?)
Quote from Rand0mNumbers on June 21, 2011, 3:29 pmIf you want to change the skin of the panel, send the model the "Skin" input with the number of the skin as the parameter. Although, I don't recall many arm models with multiple textures.
If you have a brush over the arm, look at env_texturetoggle. It increments animated texture frames by one or sets the frame to a number. I don't think this is the best option for smooth animation, but a logic_timer and math_counter could work.
I suppose you could have multiple brushes over the arm with the static textured one on by default with the animated ones toggling on when the arm moves and the default one toggling back when the arm finishes moving.
If you want to change the skin of the panel, send the model the "Skin" input with the number of the skin as the parameter. Although, I don't recall many arm models with multiple textures.
If you have a brush over the arm, look at env_texturetoggle. It increments animated texture frames by one or sets the frame to a number. I don't think this is the best option for smooth animation, but a logic_timer and math_counter could work.
I suppose you could have multiple brushes over the arm with the static textured one on by default with the animated ones toggling on when the arm moves and the default one toggling back when the arm finishes moving.
Quote from Will T. on June 21, 2011, 3:31 pmYou are referring to the robot arm model, correct?
Try this as an output:OnAnimationDone -> (robot_arm_name) -> Skin -> (0/1/2)
That will change the colors of the lights on the panel. If that's not what you're trying to do, I got nothin', sorry.
You are referring to the robot arm model, correct?
Try this as an output:
OnAnimationDone -> (robot_arm_name) -> Skin -> (0/1/2)
That will change the colors of the lights on the panel. If that's not what you're trying to do, I got nothin', sorry.
Quote from Lostprophetpunk on June 21, 2011, 4:02 pmRand0mNumbers wrote:If you want to change the skin of the panel, send the model the "Skin" input with the number of the skin as the parameter. Although, I don't recall many arm models with multiple textures.If you have a brush over the arm, look at env_texturetoggle. It increments animated texture frames by one or sets the frame to a number. I don't think this is the best option for smooth animation, but a logic_timer and math_counter could work.
I suppose you could have multiple brushes over the arm with the static textured one on by default with the animated ones toggling on when the arm moves and the default one toggling back when the arm finishes moving.
I am a very beginner user of Hammer, you have kind of confused me there.
Will T...I am not wanting to change the skin of the model, but of the panel I have attached to the arm model.
If you have a brush over the arm, look at env_texturetoggle. It increments animated texture frames by one or sets the frame to a number. I don't think this is the best option for smooth animation, but a logic_timer and math_counter could work.
I suppose you could have multiple brushes over the arm with the static textured one on by default with the animated ones toggling on when the arm moves and the default one toggling back when the arm finishes moving.
I am a very beginner user of Hammer, you have kind of confused me there.
Will T...I am not wanting to change the skin of the model, but of the panel I have attached to the arm model.
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Quote from KenJeKenny!? on June 21, 2011, 5:30 pmLike i mentioned before... the easiest way to do what you are trying to do is to create 2 panels for example.
1 panel with dark texture that is in place (as part of the wall) and turns 90% down to the outside of the chamber.
1 panel with white texture thats is in place on the outside but 90% up and comes 90% down (to become part of the wall).
Like i mentioned before... the easiest way to do what you are trying to do is to create 2 panels for example.
1 panel with dark texture that is in place (as part of the wall) and turns 90% down to the outside of the chamber.
1 panel with white texture thats is in place on the outside but 90% up and comes 90% down (to become part of the wall).
Quote from Lostprophetpunk on June 21, 2011, 5:36 pmKenJeKenny!? wrote:Like i mentioned before... the easiest way to do what you are trying to do is to create 2 panels for example.1 panel with dark texture that is in place (as part of the wall) and turns 90% down to the outside of the chamber.
1 panel with white texture thats is in place on the outside but 90% up and comes 90% down (to become part of the wall).
The animation is of the panel peeking from it's original place in the wall, to gain a slanted portable surface.
I may just have to leave it in the wall with the portable surface.
1 panel with dark texture that is in place (as part of the wall) and turns 90% down to the outside of the chamber.
1 panel with white texture thats is in place on the outside but 90% up and comes 90% down (to become part of the wall).
The animation is of the panel peeking from it's original place in the wall, to gain a slanted portable surface.
I may just have to leave it in the wall with the portable surface.
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Quote from Rand0mNumbers on June 22, 2011, 4:25 amLostprophetpunk wrote:I am a very beginner user of Hammer, you have kind of confused me there.Ah, sorry.
For the first:
Will T. broke down my first thought of changing the skin of the model.For the second:
I was suggesting you create a material with 2 frames: the non-portalable surface and the portalable surface. You then use an env_texturetoggle (check it out on the vdc) to change the brush's texture between the 2 frames. See here for how to make an animated texture to use with the env_texturetoggle (just simplify it to 2 frames).If you are familiar with GCFScape, open up Portal 2's pak01_dir.vpk file and look at the indicator lights (materials/signage/indicator_lights) in VTFEdit.
The logic_timer and math_counter were thoughts on how you could control the frames of the animation, but I haven't thought them through. Anyways, the timer could fire every x-seconds and increment a number in math_counter. Once the math_counter has been incremented (1 -> 2), it would send the number of the next frame to env_texturetoggle. Once you hit the max number of frames (i.e. 2), the logic_timer and math_counter would send themselves Kill inputs to stop any further incrementing.
For the third:
Have two func_brushes parented to the arm. One will start disabled (The portalable one). The other will start enabled (the non-portalable one). When the arm finishes the peek animation, use the OnAnimationDone output twice. The first will do the following: OnAnimationDone -> nonPortalable -> disable. The second will do: OnAnimationDone -> Portalable -> enable.
I hope these were clearer, if a bit wordy.
Ah, sorry.
For the first:
Will T. broke down my first thought of changing the skin of the model.
For the second:
I was suggesting you create a material with 2 frames: the non-portalable surface and the portalable surface. You then use an env_texturetoggle (check it out on the vdc) to change the brush's texture between the 2 frames. See here for how to make an animated texture to use with the env_texturetoggle (just simplify it to 2 frames).
If you are familiar with GCFScape, open up Portal 2's pak01_dir.vpk file and look at the indicator lights (materials/signage/indicator_lights) in VTFEdit.
The logic_timer and math_counter were thoughts on how you could control the frames of the animation, but I haven't thought them through. Anyways, the timer could fire every x-seconds and increment a number in math_counter. Once the math_counter has been incremented (1 -> 2), it would send the number of the next frame to env_texturetoggle. Once you hit the max number of frames (i.e. 2), the logic_timer and math_counter would send themselves Kill inputs to stop any further incrementing.
For the third:
Have two func_brushes parented to the arm. One will start disabled (The portalable one). The other will start enabled (the non-portalable one). When the arm finishes the peek animation, use the OnAnimationDone output twice. The first will do the following: OnAnimationDone -> nonPortalable -> disable. The second will do: OnAnimationDone -> Portalable -> enable.
I hope these were clearer, if a bit wordy.
