NvC_DmN_CH
2.3K posts

NvC_DmN_CH
@NoVIcE_Source
HL modder / he/him / my name is supposed to be short for novice_diamond_channel / not active the on social medias
Katılım Temmuz 2021
83 Takip Edilen5.8K Takipçiler

@Elihu_Eliseev OH, now sunrise/sunset is an interesting idea.....
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@NoVIcE_Source Weather events in multiplayer game especially in tf2 is phenomenal, that's peak, people will just stear at it instead of playing, wonderful. Also you can somehow use it with lighting thing that on Valve wiki. And you can make sunrise/sunset like that👍
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@NoVIcE_Source Do you have any intention of making a public download of this method?
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@midlou15 yay! do tell them to use an 1d texture with 0-16 being the first pattern, 16-32 being the second, etc
Instead of a 2d texture, will save alot of hassle :P
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@NoVIcE_Source I shared your solution on TF2maps and people were very interested in using your method
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@BrennenGlover Viktor Antonov... May you rest in peace :(
Thank you for giving the Combine the unique artstyle that stuck with us... <3

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@NoVIcE_Source I might be misremembering but weren't thunder effects a thing in l4d2 already
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@qanon_reaI The ray brushes are the same material, but it's UnlitTwoTexture (the shader where 2 textures get multiplied together), where the basetexture is a grayscale gradient, and the 2nd texture is the patterns, scaled up tremendously
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@qanon_reaI An additive brush around everything in the 3d skybox
The texture shifting explanation above using vmt proxies and material_modify_control
(I just realized simpler way to encode multiple patterns: it could be an 1D texture, and then scroll between different regions of it)
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@NoVIcE_Source A good question is not what CAN you do with scrolling textures, but rather what you can you NOT do with scrolling textures?
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@Alustris Ngl, depends on how if they counted the tiles below the rubble too
but i fried my braincell at least for now :p
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@xd_venezolano have this pseudocode since I deleted the script:
def floodfill() # returns the number of pixels it filled in
area = 0
foreach pixel:
if pixel == BLACK or pixel == WHITE:
area += floodfill(x,y, GREEN)
tiles_count = area / 100 # 1 full tile is 10x10px
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