I'm not using it for TF. This is a for a CSS map, would that make me change the keyword from TF to CSS and what would be the correct spelling? Also, when saving the .vmt file: the coding will be in ANIS but when saving it say's I need to put it in Unicode. Is there any problems with that or is that no problem.
Hmm, try using GCFScape to find a reflective texture from CSS and look at the vmt. Use the $bumpmap that texture uses. Alternatively, try that $normalmapalphaenvmask 0 thing. Not sure about the ANIS/Unicode issue, sorry.
Hmm, I'm not the most familiar with reflective surfaces, but if that is the entire vmt, you are missing two }'s at the bottom. Also, comparing your vmt to a random reflective tile vmt from tf2, you might need extra parameters. With reflective maps, I'd *think* you'd need a bumpmap for the reflective texture vmt to point to, so the game knows how to handle the reflective surface. Try the following amended version of the vmt, if the texture's for TF2:
Alternatively, you can try using the amended vmt I posted, but change the $normalmapalphaenvmask to a 0, which makes it so you don't need the bump map. I think.
Textures were all custom done, and I'm not going to be releasing them quite yet. However, I can tell you about the textures so you can make your own:
Just make simple image that you want to have move around. No need to animate it right now- did you know it's the game animating them? I had to do no animating. Well, make the image you want to move around and look up a tutorial on making textures for hammer. (continued)
(continued from my other response to this post) Then when you make the vmt for the texture (it's what contains the directions on how hammer should handle this texture- we're gonna tell it to move it around), be sure to include the following somewhere: "Proxies" { "TextureScroll" { "texturescrollvar" "$basetexturetransform" "texturescrollrate" 0.5 "texturescrollangle" 0 } } Save the vmt. When you load it up in hammer, it won't animate, but it WILL animate ingame. :)
ALL THESE AWESOME COLORS
abadon115 11 months ago
Aught to put Seizure Warnig in front of the title
fredfredburgerdude 2 years ago
Lol like in good old Acid Arena Turbo
B1SCOOP 2 years ago
FISH MISSILE AHGAHGAUSHGSGASHSGBA
MisterBlip 2 years ago
thanks , looks really funkey heh , also thanks now I know how to make scrolling textures :D you rock Yatta!
23KIPPER 2 years ago
This reminds me of koth_rainbow
MrSurname 2 years ago
I'm not using it for TF. This is a for a CSS map, would that make me change the keyword from TF to CSS and what would be the correct spelling? Also, when saving the .vmt file: the coding will be in ANIS but when saving it say's I need to put it in Unicode. Is there any problems with that or is that no problem.
guru3614 2 years ago
Hmm, try using GCFScape to find a reflective texture from CSS and look at the vmt. Use the $bumpmap that texture uses. Alternatively, try that $normalmapalphaenvmask 0 thing. Not sure about the ANIS/Unicode issue, sorry.
YattaTF2 2 years ago
guru3614 2 years ago
Hmm, I'm not the most familiar with reflective surfaces, but if that is the entire vmt, you are missing two }'s at the bottom. Also, comparing your vmt to a random reflective tile vmt from tf2, you might need extra parameters. With reflective maps, I'd *think* you'd need a bumpmap for the reflective texture vmt to point to, so the game knows how to handle the reflective surface. Try the following amended version of the vmt, if the texture's for TF2:
YattaTF2 2 years ago
YattaTF2 2 years ago
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$basetexturetransform"
"texturescrollrate" "0.5"
"texturescrollangle" "0"
}
}
}
YattaTF2 2 years ago
Alternatively, you can try using the amended vmt I posted, but change the $normalmapalphaenvmask to a 0, which makes it so you don't need the bump map. I think.
YattaTF2 2 years ago
YattaTF2, I'm having problems loading the texture with those extra commands inputted. Is there anything I might be doing wrong with my text file.
guru3614 2 years ago
Blairmonster chatting. How did you get the fish missle thing moving?
SkyNetGoneWild 2 years ago
the body of the missile is really a tracktrain moving along a path_track. The eyes, fins, etc. are all func_brushes parented to the train.
YattaTF2 2 years ago
this was originaly a neotokyo map
padandude 2 years ago
Eye rape.
DeepFriedPeanut 2 years ago
Dragonzord here, The only way you could make it better is to wear 3D glasses while playing :D
megagirus 2 years ago
oh whats this? another map by Yatta? *clicks* whats this? noo.. NOO!!!
*throws up*
*seizure*
*drooling from the mouth for no apparent reason*
*foaming from mouth*
*empties bowels*
WHY!!!!
nice job on the map. *thumbs up*
BarbozaGuy 2 years ago
Ugh. I haven't been on joe for quite some time due to a trip to LA and then catching pneumonia immediately on my day back (still got it btw.)
I'm not sure my body could take this map ._.
HolyZen 2 years ago
This is Caelyn, whoa, my eyes are spinning dude~ @_@
Clone72491 2 years ago
where can i find those textures and music
guru3614 2 years ago
The music is "Star Guitar (Alavi Rerox)"
Textures were all custom done, and I'm not going to be releasing them quite yet. However, I can tell you about the textures so you can make your own:
Just make simple image that you want to have move around. No need to animate it right now- did you know it's the game animating them? I had to do no animating. Well, make the image you want to move around and look up a tutorial on making textures for hammer. (continued)
YattaTF2 2 years ago
YattaTF2 2 years ago
thank you :D
guru3614 2 years ago
np ^^
YattaTF2 2 years ago
big hairy thumbs up!
populistdriven 2 years ago
awesome
Trizik 2 years ago
Totally.
YattaTF2 2 years ago