Convoy style walls

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
I've noticed that in ctf_convoy the big cars doesn't move but the walls, how can you make such a thing?
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I've noticed that in ctf_convoy the big cars doesn't move but the walls, how can you make such a thing?

Walls doesn't move, only the texture moves.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
The texture is static I believe it has a little bit extra in one of the text files that tells it to scroll.



Spike - smaller signature please, looks good but long thin signatures work best.
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21
I've noticed that in ctf_convoy the big cars doesn't move but the walls, how can you make such a thing?

If you want to see EXACTLY how he did it you can use this... VMEX This will decompile the level so that you can open it in Hammer. I wouldn't recompile the level because the decompile and recompile process can cause issues on occasions.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
If you want to see EXACTLY how he did it you can use this... VMEX This will decompile the level so that you can open it in Hammer. I wouldn't recompile the level because the decompile and recompile process can cause issues on occasions.

VMEX wouldn't really help because the key is in a custom texture, not the entities. Using Pakrat you can look at the textures included and see that, as Youme said, there is a VMT file that takes one of the standard textures and tells it to scroll. It uses the TextureScroll material proxy.
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21
VMEX wouldn't really help because the key is in a custom texture, not the entities. Using Pakrat you can look at the textures included and see that, as Youme said, there is a VMT file that takes one of the standard textures and tells it to scroll. It uses the TextureScroll material proxy.

Hmm... I thought when I looked at it he used a path track. Maybe that was just part of it.
 

Half-Life_Maniac

L3: Member
Nov 30, 2007
122
89
Basically there are 2 ways of doing it. You can build actual scenery out of func_trains that will move along a path (they can teleport back to the start after reaching the end). Remember that displacements can't be tied to entities, so if you're looking to make cliffs or anything, you'll have to use models or make them the old fashioned way. Models can be parented to the moving func_trains (visable or not).

The other way is to use a scrolling texture. This might be more suitable if you're dealing with flat walls, and would be best to use with the floor as well. Unfortunately, I don't know much about creating textures for Source, other than you'll have a normal VTF file, and then do some trickery with the VMT text file to tell it to scroll.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
he uses the path_track for his giants rocks not for the train, its an custom skybox he uses when i look at it.

I use this code:



"LightmappedGeneric"
{
"$basetexture" "rockwall00001"
"$translucent" "1"
"$nocull" "1"
"$decal" "1"
"$envmap" "env_cubemap"
"$envmaptint" "[.2 0 0]"
"$envmapcontrast" ".5"

"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" ".15"
"texturescrollangle" "270.00"
}
}
}

But when i use it, it is white, in hammer it seems just normal but than in the 3d view it views white, what to do?
i putted in in the map: D:\Games\Steam\SteamApps\<my username>\team fortress 2\tf\materials\Custom
screenshot:
Whitestuff.jpg
 
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