How are animated radars done?

Discussion in 'Mapping Questions & Discussion' started by sevin, Apr 25, 2014.

  1. sevin

    aa sevin

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    I remember reading an article about it sometime ago, but can't find it again. I'm talking about animating the radar on those computer wall props like in 2fort.
     
  2. Idolon

    aa Idolon the worst admin

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    Material proxies. They're a bit difficult to use, but can produce powerful results.
     
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  3. sevin

    aa sevin

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    Aren't they pretty expensive too?
     
  4. sevin

    aa sevin

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    Ok so I get how they are created, but how are they implemented into the map on top of a static prop like the computer walls?
     
  5. xzzy

    aa xzzy

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    It's probably just a texture on the prop itself. I can't crack open gcfscape right now to look at it but you could do it yourself easily. Just go find the vmt and look at it in a text editor to see what they did.
     
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  6. sevin

    aa sevin

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    Oh I was thinking about this entirely the wrong way. I thought you had to apply them somehow in Hammer, when all you have to do is add some proxies to the model's vmt to animate the texture. So it's not related to Hammer at all.
     
  7. Egan

    aa Egan

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  8. Ravidge

    aa Ravidge Grand Vizier

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    Probably one of the most underutilized effect features in all source mapping.
    It's so good when it's right, but no one really knows how to do them, and the people who do have all made a pact together and sworn to never let the secret out.

    You could do a lot of amazing stuff with these things... better than waterfalls even!
     
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  9. sevin

    aa sevin

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    That's the article I read but forgot where it was... thanks!

    Yeah it seems like there's a lot you could do with these, I'll see if I can weasel my way into the material proxy cult.
     
    Last edited: Apr 25, 2014
  10. xzzy

    aa xzzy

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    As for the "are they expensive" question, the answer is "sort of." I mean every gizmo you turn on is certainly going to make the computer do more work, but you already see them all over the place.. the "no entry" material used in front of spawn rooms is a Proxy for example, and you don't hear about people with computers from 2005 complaining about them.

    As with all things it's about finding the balance between two extremes.
     
  11. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Sadly half the fun ones don't work in tf2 :(
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    more proxies than any other material*

    seriously it is about 8 or something like that.
     
  13. henke37

    aa henke37

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    Look at the list of proxies just for tf 2. There sure are a lot of them for the game.

    Anyway, material proxies are rather cheap, since they just change a few numbers for each rendered frame.
     
  14. xzzy

    aa xzzy

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    The pyroland effect is a proxy too.. does a texture swap and adds a tint along with the screen borders.

    Which I'd love to play with if Valve would get rid of the stupid mtp.cfg requirement. Make it a condition that you can apply to players and that would be the best thing in the world.
     
  15. Pocket

    aa Pocket func_croc

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    Which ones would those be? Like, would any of the ones in that Nodraw article not work for example?
     
  16. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    there's a proxy cult now? how was I not invited?

    but yeah, if anyone needs cool shit done, I might lend a hand.
    I like making special effects and I ain't making a map anytime soon so...
     
  17. xzzy

    aa xzzy

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    The bsp in the nodraw article loads and runs fine in TF2. There's nothing in the developer wiki that seems like would exclude TF2 either.
     
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  18. Beetle

    Beetle L9: Fashionable Member

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    Yea I remember trying out that map. It had a dozen effects or so and they all worked.
     
  19. sevin

    aa sevin

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    I checked out the vmt of the particular computer wall prop I was talking about, but there was nothing in it about proxies. Also, GCFScape won't see vtf's. They're supposed to be in the same location as the vmt's right?
     
  20. xzzy

    aa xzzy

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    vtf's are in the tf2_textures*.vpk files. The vmt's are in the misc ones.
     
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