Please or Register to create posts and topics.

Time control mechanic (Help!)

PreviousPage 3 of 4Next

It's called toxicslime_coop_catapult_catch

Okay. I'll work on that.

EDIT: Try this. Save it as liquids/toxicslime_coop_catapult_catch_static.vmt in your materials folder.

Code: Select all
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$basetexture "liquids/toxicslime_color"
"GPU>=1"
{
"!gameconsole?$reflecttexture" _rt_WaterReflection

"gameconsole?$forceenvmap" 1
"gameconsole?$envmap" "nature/toxicslime_coop_catapult_catch_envmap"
}
"GPU<1"
{
$forceenvmap 1
$envmap "nature/toxicslime_coop_catapult_catch_envmap"
}
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1

$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1

$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}

Falsi sumus crusto!

Welp. The texture turns black and there are no reflections.

http://puu.sh/2cTs8
"***** Trying to set a pixel shader that failed loading!" popped up in the console.

Hm. Maybe I screwed something up in there. Could somebody who understands the Water shader look at the code? :P

Falsi sumus crusto!

I just tried it with the numbers set to 0 instead of removing them, and my texture is also black.
Maybe some of those parameters can't be 0 because they are used as a divisor, or something like that.
IIRC the water shader is reasonably well documented on the wiki, so try looking there.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
HMW wrote:
I just tried it with the numbers set to 0 instead of removing them, and my texture is also black.
Maybe some of those parameters can't be 0 because they are used as a divisor, or something like that.
IIRC the water shader is reasonably well documented on the wiki, so try looking there.

Thanks. I'll look into it tomorrow!

Edit:

I found something that might be useful?

$flow_timescale

Though I'm not sure how to get the clean water shader stuff myself, nor do I know where to put that if it would happen to work.

You could try using whatever technique the "slow" cube uses in the PUNT cube set.

Wow! That was...uh, yeah. Just, yeah.

That's a logic_timescale entity blending between normal time and 0.25 time. I couldn't think of many puzzles to do with it but it seemed fun.

Falsi sumus crusto!

I did a science and managed to get at least some of the animation out:

Code: Select all
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/mp_coop_catapult_catch_hflowmap"
$flow_normaluvscale 160
$flow_worlduvscale 1
$flow_timeintervalinseconds 0
$flow_uvscrolldistance 0
$flow_bumpstrength 1
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0013
$flow_debug 0
$basetexture "liquids/toxicslime_color"
$color_flow_uvscale 300
$color_flow_timeintervalinseconds 4.5
$color_flow_uvscrolldistance 0
$color_flow_lerpexp 1
$color_flow_displacebynormalstrength 0.007
"GPU>=1"
{
"!gameconsole?$reflecttexture" _rt_WaterReflection

"gameconsole?$forceenvmap" 1
"gameconsole?$envmap" "nature/toxicslime_coop_catapult_catch_envmap"
}
"GPU<1"
{
$forceenvmap 1
$envmap "nature/toxicslime_coop_catapult_catch_envmap"
}
$reflectamount "0.1"
$reflecttint "{ 190 210 210 }"
$reflectskyboxonly 0
$reflectonlymarkedentities 1

$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 100
$lightmapwaterfog 1

$fogcolor "{ 58 35 20 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime
}

Unfortunately, there's still some motion left. (Changing $color_flow_timeintervalinseconds causes the texture patterns to shift, so it's better to leave that one alone.)

The textures themselves sometimes also contain animations. (I.e. blending between multiple frames.)
Maybe it helps if you replace those with non-animated versions.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

did you ever look at the scripts that came with portal 2?
portal 2portal2scriptsvscriptsportal_slowfield
I've done some timecontroled maps myself without this script, and I used timescale and playerspeedmod



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
PreviousPage 3 of 4Next