![]() Note:animatedtextureframerate can NOT be set to a local var to be changed on the fly. Whether the animation should wrap over not. Toggles a texture based on the frame number set by the attached entity. Is there no currently-implemented methods for doing this properly? I would have thought the use of a few material proxies might be able to do this - but I have to admit my lack of knowledge regarding proxy use in general. The above would still only be a very rudimentary way of controlling playback of animated VTFs. Though this begs another question: it is possible to change VTF playback speed at runtime? The default speed for a texture could be set to 0, and have it change to something higher when you want to start it, via entity I/O at runtime. I could see how one might get "pseudo" control over animated VTF playback through manipulating playback speed. Could this entity possibly help with starting animated VTFs on a certain frame through entity I/O? ![]() Though it's possible that this may be in the engine and not even possible to manipulate.ĮDIT: I just rediscovered material_modify_control after finishing this post. I'd start by figuring out how the FPS parameter in the VMT is implemented and extrapolate from there. TL DR - Can I get an animated texture (VTF) to start on a specific frame when called in-game?Ĭoder0xff wrote:I'm no VMT expert, but I would bet that such precise control would require some coding. I've done a cursory search on these boards, as well as a perusal of a few other forums, and the VDC itself but I'm still not sure how to achieve this effect. I assume some clever use of material proxies might accomplish this - but how would this be done exactly? If proxies cannot accomplish this, is there another method that can? Or with the TV example the broadcast might start somewhere in the middle, play to the end, then start to play a portion of the beginning before switching off. Another example could be a TV that when activated, displays a commercial or news broadcast with synced audio.Ĭurrently, if I were to try and activate the aforementioned animated overlay, it could display at any point in the animation (say halfway through) potentially causing the bars to instantly pop onto the screen, fade to nothing, then start to fade in again just as the overlay is told to turn off. A simple example could be a screen overlay that fades in "widescreen bars" (black bars on the top and bottom) on the players' screen, and then fades out. Sorry for the rather long topic name, but I tried to make it as inclusive as possible, so it would be as painless as possible to search for this thread in the future.īasically, I'd like to create a non-looped animated texture that can be called at runtime to start on a specific frame (and if possible stopped on any desired frame/the last frame).
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