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[EXAMPLE]Open sequence and loop sequence, Coded for you


TheQuartz
Posted: Feb 19 2007, 10:50 AM
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Hi everybody. If you want to made Exite Portal Textures for Alpha 2, you need to made 4 VTF:
  • open_sequence_blue (intro texture when you open a portal)
  • open_sequence_blue_normal
  • loop_sequence_blue (normal texture for the portal).
  • loop_sequence_blue_normal
With this four textures, you will see something like this in Exite (Can someone made some textures and i will try?).

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ExitE
Thank you for collaborating.


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Portal-007
Posted: Feb 19 2007, 11:16 AM
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Holy CRAP!!! that texture and animation is really well made!!! It even looks better than real portal!


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WatchMaker
Posted: Feb 19 2007, 11:43 AM
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That is pretty cool, but I'm sure the people here will end up making 100000000x other ways to animate it.
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Muscar
Posted: Feb 19 2007, 11:44 AM
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OMG! ohmy.gif Those textures are fucking awesome!


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Lolface
Posted: Feb 19 2007, 12:10 PM
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you already found your textures? tongue.gif


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CabooseJr
Posted: Feb 19 2007, 12:19 PM
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dude, thats kickass.


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M0uS3
Posted: Feb 19 2007, 12:20 PM
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chedda ninja will like it


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dude2193
Posted: Feb 19 2007, 12:21 PM
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QUOTE (WatchMaker @ Feb 19 2007, 09:43 PM)
That is pretty cool, but I'm sure the people here will end up making 100000000x other ways to animate it.

100000001x

Great work


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-=FamilyGuy=-
Posted: Feb 19 2007, 02:13 PM
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Woa TQ, it rocks !!!

Add a close animation and Chedda is gonna cry of hapyness ...


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TheQuartz
Posted: Feb 19 2007, 02:42 PM
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Yes, sorry, a close animation is coded too into the portal code.
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Slider
Posted: Feb 19 2007, 02:56 PM
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blink.gif Eww, this is awesome! I want some Portal-Like textures with that animation! laugh.gif Will there be a red one too?

Damnit, i cant skin.

This post has been edited by Slider on Feb 19 2007, 02:57 PM


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BlacK DusT RideR
Posted: Feb 19 2007, 03:20 PM
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TheQuartz for the win!
Awesome!


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TheQuartz
Posted: Feb 19 2007, 03:47 PM
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I'm thinking ... what about code a Proxy for the Exite portal textures and do it inside only one texture?.

For example: The actual portalriftA_render_sheet.vmt:

CODE
"Refract"
{
"Refract_dx60"
{
 "$fallbackmaterial" "models/effects/portalriftA_sheet_dx60"
}

"$model" 1
"$basetexture" "blue"
"$refractamount" "0.26"
"$refracttint" "[8.0 8.0 8.0]"
"$bluramount" "0"
"$scale" "[1 1]"
"$dudvmap" "models/effects/portalA_camera_dudv"
"$normalmap" "models/effects/portalriftA_normal"
"$bumpframe" 0
"$translucent" 1
"$refracttinttexture" "models/effects/portalrift_azul"

"Proxies"
{
 "AnimatedTexture"
 {
  "animatedtexturevar" "$normalmap"
  "animatedtextureframenumvar" "$bumpframe"
  "animatedtextureframerate" 22
 }
 "AnimatedTexture"
 {
  "animatedtexturevar" "$refracttinttexture"
  "animatedtextureframenumvar" "$refracttinttextureframe"
  "animatedtextureframerate" 22
 }


}


}



I can do a new Proxy called "AnimatedPortalTexture" with this parameters:

CODE

"Proxies"
{
 "AnimatedPortalTexture"
 {
  "animatedtexturevar" "$normalmap"
  "animatedtextureframenumvar" "$bumpframe"
  "animatedtextureframerate" 22
                                               "openstartframe" 0
                                               "openlastframe" 9
                                               "loopstartframe" 10
                                               "looplastframe" 20
                                               "closestartframe" 21
                                               "closelastframe" 30

 }
 "AnimatedPortalTexture"
 {
  "animatedtexturevar" "$refracttinttexture"
  "animatedtextureframenumvar" "$refracttinttextureframe"
  "animatedtextureframerate" 22
                                                "openstartframe" 0
                                               "openlastframe" 9
                                               "loopstartframe" 10
                                               "looplastframe" 20
                                               "closestartframe" 21
                                               "closelastframe" 30


 }


}


What do you think?
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Chedda Ninja
Posted: Feb 19 2007, 04:32 PM
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I think its a good idea.

TQ for alpha 2, can you get rid of all the junk files that have been built up that are in alpha 1. Almost all of those texture files in effects are previous attempts at portals are no longer needed.


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-=FamilyGuy=-
Posted: Feb 19 2007, 04:37 PM
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wOWoa your proxy thing is kinda good, only needs for one texture file and one normal map That'd rock so much !!!

CODE
"Proxies"
{
"AnimatedPortalTexture"
{
 "animatedtexturevar" "$normalmap"
 "animatedtextureframenumvar" "$bumpframe"
 "animatedtextureframerate" 22
                                              "openstartframe" 0
                                              "openlastframe" 9
                                              "loopstartframe" 10
                                              "looplastframe" 20
                                              "closestartframe" 21
                                              "closelastframe" 30

}
"AnimatedPortalTexture"
{
 "animatedtexturevar" "$refracttinttexture"
 "animatedtextureframenumvar" "$refracttinttextureframe"
 "animatedtextureframerate" 22
                                               "openstartframe" 0
                                              "openlastframe" 9
                                              "loopstartframe" 10
                                              "looplastframe" 20
                                              "closestartframe" 21
                                              "closelastframe" 30


}


}



That for the win !


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I love narbacular drop, portal, exite, sex, physics, hacking tuff and dreamcast... and hacking dreamcast...
Did you know that the maximum number of characters allowed in a signature is 50 000 ? And I'm using 1252 in my signature !!!
My Modification of gm_portal_challenge for exite:
ex_portal_challenge

My Texture Pack and BlackDustRider Texture Switcher v1,2

My SmoothMod Based on Pelpix's one

Nutella 4 EVA <--- If this make you say WTF look HERE
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