- 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:
I've seen this stuff on the Valve developer wiki:
https://developer.valvesoftware.com/wiki/Material_optimization
https://developer.valvesoftware.com/wiki/Talk:$selfillum
But I don't really understand the syntax of VMT files or how the game reads them to fix it.
It has to be this file.
Optimally, the overlay for dxlevel80 would either just be "no overlay" or be a blue tint on their screen.
Edit: Here is what I've tried: https://forums.alliedmods.net/showpost.php?p=2375962&postcount=11
This overlay covers people at less than dxlevel90 with a white screen. Normally it gives you a wiggly looking blue tinted screen.
Contents of the vmt:
Code:
"Refract"
{
"%keywords" "tf"
"$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: