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Texture request: green fizzler with effects

I am working on a map right now, but have ideas in my head that revolve around the world portal. I'm convinced a lot of cool things can be done with it, but I can't get the looks down. I'm currently using effects/tractor_beam3 as a 'mask' (I don't want the portals seamless) but I realized a simple fizzler looks far better.

Using a fizzler for non-fizzler behaviour is clearly a bad idea, so I was wondering if anyone would like to create a green fizzler texture, fully animated (since it should be toggled on), specifically for effects/fizzler_underground_wide_center as that's the one I need.

If you know how to do this (animated texture replacement) but don't want to do this, please just tell me what to do. Also, if there's any simple recolor option for the fizzler, please do tell.
The same goes, ofcourse, for if a similar item has already been posted on the web. I just couldn't find anything...

I will naturally credit you for the help in any map I'll release with this element in the future. Thanks in advance!

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

Have you tried setting a 'colour' for the entity in Hammer?
I have no idea if this will work, It's just a suggestion.

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"Such monstrous sucking-constructions aren't built within one afternoon"

@ Moth: Hmmm, if I'm correct you mean to add a keyvalue by disabling smartedit right? I'm trying right now, though I can't seem to make it work. Any idea on specific keyvalues?

EDIT: No progress so far, messing with keyvalues for render fx just makes things stranger...

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

It was worth a try :-(

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"Such monstrous sucking-constructions aren't built within one afternoon"

@ Moth: Thanks anyway, appreciate it. Will tinker with this some more, I'm thinking this shows promise. Unfortunately have to go now, but I'll be back. Hopefully with answers. :)

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

Copy and rename the fizzler vmt and mess with the following values:
$FLOW_COLOR "[0.025 0.08 0.1]" // does what it says
$FLOW_VORTEX_COLOR "[0.64 2.058 2.56]" // color for when an object gets too close
If I remember correctly from previous meddling, you can switch it to the {255} color format if you don't like the scaling model.

To get the fizzler effects, I believe you're stuck with using a standard fizzler set not to trigger on anything.

EDIT:
trigger_portal_cleanser supports the Color input which uses the 255 model. So, you could use i/o to change it without having to duplicate vmts (untested on this ent, but it should work).

What I would do is use the old portal_cleanser particle effect, or paint_cleanser.
Or make your own

another option is to have two brushes, one with the fizzler texrure, another textured with one of the whote light textures, and set the render effects for that one to the colour you want to use.

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I think in terms of boolean variables. Generally, it makes things easier.
spongylover123 wrote:
What I would do is use the old portal_cleanser particle effect, or paint_cleanser.

Not sure where that gets me....

@ Rand0mNumbers: I don't really know the first thing about vmt's, but fair enough, I may need to look into that. As far as I/O coloring goes, I now know how to color props (Yay!) but alas, it doesn't seem to work on trigger_portal_cleanser entities or effect textures. Or is there some alternative command for that?

EDIT: @ Spam Nugget: Just read your post. Are you sure that would work? As in that it looks the same, but also renders correctly with not too much lag? Also, that would basically mean the effect doesn't transition nicely, wouldn't it? It's hard enough trying not to make the world portal spawning stand out... Don't think this works. (Still, I'll try tomorrow.)

Thanks for the suggestions, guys.

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]