Func_Conveyor

Func_Conveyor

Re: Func_Conveyor Posted by diablobasher on Wed Dec 1st 2004 at 3:29pm
diablobasher
143 posts
Posted 2004-12-01 3:29pm
143 posts 44 snarkmarks Registered: Oct 18th 2003 Occupation: Spastic, Bannisher of HALO! Location: England
Hey peeps, im trying to get a texture moving so that the floor of my level can move, this needs to give the impression that you are on a speeding train, i know in HL1 you need to have "scroll" before the texture name to get it moving as a conveyor but how do i accomplish this in HL2?

If its the same as HL1 then how do i EXPORT a texture so that i can use the tutorial to import it with scroll in front of its name?

This is atrting to really puzzle me now...

Thanks.
Re: Func_Conveyor Posted by warlord on Mon Feb 14th 2005 at 2:37pm
warlord
166 posts
Posted 2005-02-14 2:37pm
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
from what ive heard conveyors are really difficult to use now.

with conveyors you now have these restrictions:

-you can't have two func_conveyors touching
-you can't vertex edit func_coneyors
-you must have a world brush touching the func_conveyor

as for the texture im not sure

try using any normal texture that doesent have any special characteristics and see if it will work
Re: Func_Conveyor Posted by French Toast on Mon Feb 14th 2005 at 2:51pm
French Toast
3043 posts
Posted 2005-02-14 2:51pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
There was a thread that was addressing a similar issue, but with clouds on a skybox. There weren't any good answers, so this might not be worth the trouble. I have no ideas though, I don't think there were even any scrolling textures in HL2.
Re: Func_Conveyor Posted by Carcase on Wed Jun 22nd 2005 at 4:50pm
Carcase
145 posts
Posted 2005-06-22 4:50pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
No scrolling textures in hl2? :eek:

well the cloud thing works, i have it in one of my maps. Its a flat rectangular brush with 1 side of the cloud texture on it. and its set to func_conveyor and it works fine. I'm having a similar problem with scrolling textures. I'm trying to have a moving walkway similar to that in airports, it pushes you along fine, but the texture doesn't move. My conveyor uses a grate texture that has a solid bsp underneath it, and its slanted upwards, as the walkway takes you up a ramp. I dont know how to get the texture to scroll.
Re: Func_Conveyor Posted by Rof on Wed Jun 22nd 2005 at 5:32pm
Rof
210 posts
Posted 2005-06-22 5:32pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
A scrolling texture is relatively easy. You just add the right proxy to the texture's .vmt file:

"LightmappedGeneric"

{

"$basetexture" "custom/mytexture"

"Proxies"

{

"TextureScroll"

{

"texturescrollvar" "$basetexturetransform"

"texturescrollrate" 2.0

"texturescrollangle" -90

}

}

}

The angle and speed are set by the parameters in the proxy.

Of course if you want to scroll a standard texture, you can refer to that texture's .vtf file in the $basetexture line.
VMEX, Pakrat & Entspy
Re: Func_Conveyor Posted by BlisTer on Wed Jun 22nd 2005 at 8:38pm
BlisTer
801 posts
Posted 2005-06-22 8:38pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
i was going to say the same thing as Rof :wink: it replaces conveyors really.

however your last sentence got me intrigued Rof. Standard textures arent available as .vtf files (e.g. in explorer)? or are they, but just hardcoded/"invisible" , like the models ? but where do you have to place the .vmt file then so that it associates it with the texture ? i would guess just under /materials ? and if you compile your map and distribute it, this adapted texture would work for the others too? i.e. the .vmt file would be "included" ?
These words are my diaries screaming out loud
Re: Func_Conveyor Posted by Rof on Wed Jun 22nd 2005 at 9:32pm
Rof
210 posts
Posted 2005-06-22 9:32pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Get GCF
Scape
and you can look through the Steam .gcf files to see all
the standard textures and materials (and everything else - maps,
models, etc.).

You can put the .vmt in any folder under /materials, (e.g.
/materials/custom/fred.vmt), as long as you have the correct path/name
of the .vtf file in the .vmt's $basetexture (etc.) lines.

One thing that's not always obvious is that the names of the .vtf and
.vmt don't have to match. The material fred.vmt can use the texture
barney.vtf, as long as fred.vmt contains "$basetexture" "barney.vtf".
So there's no problem referring to standard .vtf files from custom .vmt
files.

However once you've compiled, you'll need to distribute the .vmt file
(and any other custom content) with your map. The easiest way to do
this is use BSPZIP (or my replacement, Pakrat) to embed the custom
files in the .bsp file.
VMEX, Pakrat & Entspy