Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden






Op Facebook
Op Twitter
Op YouTube 







Sure, just take a look at lua/mr/materials/map/displacements/**_displacements.lua
There are apply/restore functions you can easily call with data structures defined in
lua/mr/general/data/sh_data.lua
You'll be able to get the detected materials with MR.Displacements:GetDetected() and build my data format with MR.Data:CreateFromMaterial().
Just so you know, I actually scan the bsps to get these names, because traces can't retrieve all displacement material info.
The whole code is open to external addons and licensed under MIT, so feel free to use it as you wish and to call me back to take a look at your project hehe.