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Yes, it is. Or at least I know it is in l4d2, so - probably. Here's an example of a randomized texture used in l4d2;
VertexLitGeneric { // Prevents the Texture to be Replaced if the Base Mod is not Downloaded 1/2 $basetexture "models\w_models\eq_painpills/w_eq_painpills"
// TEXTURE REPLACEMENT $detail "models\w_models\eq_painpills/pills_add" $detailscale "1" $detailblendmode "2" $detailframe "1000" $yogpills "0" $fh "500" $rand "0" "Proxies" { // Prevents the Texture to be Replaced if the Base Mod is not Downloaded 2/2 "Equals" { srcVar1 "$yogpills" resultVar "$detailblendfactor" } // RNG (Per Map) "EntityRandom" { "scale" "12.99" "resultVar" "$rand" } "LessOrEqual" { "LessEqualVar" "$detailframe" "greaterVar" "$rand" "srcVar1" "$detailframe" "srcVar2" "$fh" "resultVar" "$detailframe" } } }
As you can see, it seems to be using a manually animated detail layer to provide the texture variation, with a separate function providing the random values. It is not clear to me why they didn't animate the base texture, though. That's probably what I'd do.