How to make an underwater water_warp VMT that is dxlevel80 friendly?

C:/hdata

L1: Registered
Dec 21, 2015
15
6
I am trying to use effects/water_warp as a screen overlay on the players.

This overlay covers people at less than dxlevel90 with a white screen. Normally it gives you a wiggly looking blue tinted screen.

Contents of the vmt:

Code:
"Refract"
{
    "%keywords" "tf"
    "$refractamount" ".05"
    "$refracttint" "{205 225 255}"
    "$refractblur" "1"


    "$scale" "[1 1]"

    "$bumpmap" "dev/water_dudv"
    "$normalmap" "water/tfwater001_normal"
    "$bumpframe" "0"


    "Proxies"
    {
        "AnimatedTexture"
        {
            "animatedtexturevar" "$normalmap"
            "animatedtextureframenumvar" "$bumpframe"
            "animatedtextureframerate" 30.00
        }
        "TextureScroll"
        {
            "texturescrollvar" "$bumptransform"
            "texturescrollrate" .1
            "texturescrollangle" 45.00
        }
    }
}

I've seen this stuff on the Valve developer wiki:

https://developer.valvesoftware.com/wiki/Material_optimization
https://developer.valvesoftware.com/wiki/Talk:$selfillum

But I don't really understand the syntax of VMT files or how the game reads them to fix it.

It has to be this file.

Optimally, the overlay for dxlevel80 would either just be "no overlay" or be a blue tint on their screen.

Edit: Here is what I've tried: https://forums.alliedmods.net/showpost.php?p=2375962&postcount=11
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Yeah, don't you have to literally be running Windows 2000 or something to be stuck with it?