Basic Player Proxy Materials

A Texture Mod for Counter-Strike: Source

I haven't really seen people make much use of proxies besides AnimatedTexture and TextureScroll so I decided to play around with them. These are just some basic player-based proxy materials. There are 5 included; player_position, player_prox_color, player_speed_scale, player_view_alpha and player_view_color. They all use one of the basic dev textures which was just for testing. You can change the $basetexture path to whatever you want. player_position.vmt
This material moves along with the player (the player's world position is passed into the texture transform's translation). I've set it so that the scale applied to the player's position proxy matches the player's movement speed, so it looks like it's moving with you. There are some comments in the material for different texture sizes (128, 256 & 512), so if you want the material to move at the same rate as you do, use the scale for the texture size you're using. player_prox_color
This material changes colour with your proximity. It's currently set so that it will be fully green when you're at or under 64 units away from the entity that the material is applied to and will start fading in at 128 units. This material must be applied to an entity for it to work. The current output of the proxies ($distance) is 0-1, where 0 is at or under $distMin and 1 is at or over $distMax. This has been used to scale the red and blue channels of the material's $color, which is why it goes green when you approach it. If you want to change the colour, change the "$color[#]" resultVars. Change the $distMin and $distMax vars to whatever distance you want. player_speed_scale
This material changes its scale depending on the player's speed. At 0 velocity, the material's scale will be its default scale. At full speed (clamped to $maxVel), the texture's scale will be doubled (this actually shrinks it, see video). Unfortunately I haven't made this material very extensible, but if you want to change the scale amount, add a Multiply proxy after the Divide proxy to multiply $playerVelN by however much you want ($playerVelN is normalised; 0-1). Try experimenting with $maxVel to change what speed is needed to scale fully. player_view_color
This material uses the dot product of the player's view and the vector from the entity that the material is applied to and the player. It simply changes the material's colour when you look at the entity that the material is applied to. Obviously, this means that this material must be applied to an entity. Change the $scale (and the scale for PlayerView) to whatever you want. A scale of 1.0 will make it so that when you are looking >90° away from the entity then the material will be normal, <90° and the material will start fading to green. When you are looking directly at the entity's origin, the material will be fully green. You can change the colour by changing the Equals proxies (see player_prox_color above). player_view_alpha
Exactly the same as player_view_color except the output is used for the $alpha of the material, which makes it fade out when you look at it. If you want to invert it, so that it appears only when you look at it, then add a $one var with a value of 1.0 ("$one 1.0", add below $scale) and a Subtract proxy with "srcVar1 $one", "srcVar2 $view", "resultVar $view". Again, this material must be applied to an entity. Check out this prefab by highquality for some more neat proxy use.
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  • gtamike_TSGK avatar
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    4y
    > **Posted by Badgeslol** > > Using the player_position.vmt, would it be possible to make a second fake skybox, using a texture, in addition to a real one, like so? I've tried but haven't been able to get it to work well. I believe Logan has a prefab or something for something like that, where he put a sphere model in a 3D Skybox which you toggle on/off. That would probably work better for changing Skyboxes. If you want to use the provided material then it is pretty fiddly, yes, but you'll just have to mess with the rotation or perhaps change the mult variable so that it inverts the other axes (it current just inverts the X axis).
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    4y
    We shouldnt forget this prefab by highquality, since it uses material proxies too.
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    4y
    Some of these proxies saved my life, just now. Thanks so much for this tutorial!

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    Mantra
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  • > **Posted by Badgeslol** > > Using the player_position.vmt, would it be possible to make a second fake skybox, using a texture, in addition to a real one, like so? I've tried but haven't been able to get it to work well. Use specular for that
    Call me Masterb8es
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    4y
    Using the player_position.vmt, would it be possible to make a second fake skybox, using a texture, in addition to a real one, like so? I've tried but haven't been able to get it to work well.

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    Hey nice work! Interesting stuff

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    Who need LSD now?
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    4y
    How awesome! Opens up so many ideas for opportunities :)

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    How weird, as if the FOV is increasing when you walk forward :D

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    DmN means DiaMoNd
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