Time control mechanic (Help!)
Quote from StimichPortals on March 5, 2013, 1:15 pmIt's called toxicslime_coop_catapult_catch
It's called toxicslime_coop_catapult_catch
Quote from FelixGriffin on March 5, 2013, 5:18 pmOkay. 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
}
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
}
Quote from StimichPortals on March 6, 2013, 12:06 amWelp. 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.
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.
Quote from FelixGriffin on March 6, 2013, 8:34 amHm. Maybe I screwed something up in there. Could somebody who understands the Water shader look at the code?
Hm. Maybe I screwed something up in there. Could somebody who understands the Water shader look at the code?
Quote from HMW on March 6, 2013, 5:07 pmI 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.
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.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from StimichPortals on March 10, 2013, 3:14 pmHMW 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.
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.
Quote from protoborg on March 12, 2013, 2:54 pmYou could try using whatever technique the "slow" cube uses in the PUNT cube set.
You could try using whatever technique the "slow" cube uses in the PUNT cube set.
Quote from FelixGriffin on March 12, 2013, 5:50 pmThat'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.
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.
Quote from HMW on March 14, 2013, 4:08 pmI 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.
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.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

Quote from BenVlodgi on March 14, 2013, 5:09 pmdid 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
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