I'm trying to make a flaming eyes.So I have the texture but I don't know how to deform it (flame animation,smoke.. etc.).
I know that the texture is deforming itself in one special way to make a realistic animation and the smoke is like a polygons who are showing themself from a specific spot whit a transparent color (alpha channel) that make illusion of a realistic smoke.
I have read some information from the mtr files of the pk4 and found this:
Code:
extures/particles/hkbillow
{
qer_editorimage textures/particles/flame2_strip.tga
noSelfShadow
translucent
noShadows
twosided
deform sprite
//sort 4
{
blend blend
map textures/particles/billow_strip.tga
red 0
green .7
blue .7
scale 1 / 32 , 1
//scale 1, 1
scroll table32[ time * 1 ] , 0
//colored
//vertexcolor
//rotate ( time * -.2 )
//zeroclamp
}
}
I use only
Code:
noSelfShadow
translucent
noShadows
twosided
deform sprite
in my texture.
The console says that the shader have an odd number of vertexes.Ok but I'm using this material on both places - one time as a texture of a floor and one time for the eyes of my model.The floor have a cube form so he must have 4 vertexes and in my opinion he must plays some kind of deformation but he didn't.The eyes they may have an odd number.
My question is can you give me some advice how to manipulate properly this kind of animation.
"Deform sprite" only work on rectangles that can move depending on the player view, and floor can't (like all brushes).
twosided not needed too, cause the poly always face to the player.
Ok see what can I do. Thanks
I'm trying to make a flaming eyes.So I have the texture but I don't know how to deform it (flame animation,smoke.. etc.).
I know that the texture is deforming itself in one special way to make a realistic animation and the smoke is like a polygons who are showing themself from a specific spot whit a transparent color (alpha channel) that make illusion of a realistic smoke.
I have read some information from the mtr files of the pk4 and found this:
Code:
extures/particles/hkbillow
{
qer_editorimage textures/particles/flame2_strip.tga
noSelfShadow
translucent
noShadows
twosided
deform sprite
//sort 4
{
blend blend
map textures/particles/billow_strip.tga
red 0
green .7
blue .7
scale 1 / 32 , 1
//scale 1, 1
scroll table32[ time * 1 ] , 0
//colored
//vertexcolor
//rotate ( time * -.2 )
//zeroclamp
}
}
I use only
Code:
noSelfShadow
translucent
noShadows
twosided
deform sprite
in my texture.
The console says that the shader have an odd number of vertexes.Ok but I'm using this material on both places - one time as a texture of a floor and one time for the eyes of my model.The floor have a cube form so he must have 4 vertexes and in my opinion he must plays some kind of deformation but he didn't.The eyes they may have an odd number.
My question is can you give me some advice how to manipulate properly this kind of animation.
"Deform sprite" only work on rectangles that can move depending on the player view, and floor can't (like all brushes).
twosided not needed too, cause the poly always face to the player.
Ok see what can I do. Thanks