I modelled a shockwave effect (just some open faces, no floor) with a scrolling texture applied, but I need the edges of those planes to feather out (where I've painted in black).
The scrolling texture is additive so if I could just apply a black blur on the same faces, using the same UVs I'd be...
So, recently, I was playing Return of Castle Wolfenstein, and a detail caught my attention – clouds in the sky. This game uses a trick with flat planes in the skybox to give the animation of moving clouds in the sky. Honestly, I find this effect very appealing, so I decided to use it in my map...
I was curious whether anyone had ever attempted to try this before; if anyone has ever made an animated water refraction texture like this, I would greatly appreciate it if you sent it my way. I plan on using it as a projected texture.
Hello there,
I need some help with removing the background of animated vtf texture files.
The original gif images and the split frames all have no background
but VTFEdit auto-generates a black one when creating the animated vtf.
I've tried using $translucent and $alphatest in the vmt file, but...
I made this to use as a power up/pickup thing a long time ago, so I figured someone else might find some use in it. Credit would be appreciated if you use it.
The texture is transparent, and works as an env_sprite entity. The animation is slower in-game than it appears in the preview.
I animated the propeller texture for the bomber plane so that it doesn't look frozen while flying. Uploaded with permission from Bapaul.
How to Install:
Navigate to your Frontline folder (probably in your tf/custom folder)
Go to Frontline_Supply_Drop_v1.x.x/materials/models/props_frontline...
Is it just me, or could they have made them prop_statics that use a material proxy to handle the animation instead and achieved the same result? I want to believe Valve is smarter than that (lazy, sure, but smart), but I'm looking at the model in HLMV and I swear the inside part is literally...
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