Entropy : Zero 2

Entropy : Zero 2

Immersive Glow* v1.0.1 [SPOILERS]
 This topic has been pinned, so it's probably important
Ceuzera  [developer] 4 Feb, 2023 @ 11:47pm
Immersive Glow: Features & Changes
Below is a list of features and changes implemented
in the Immersive Glow workshop addon for Entropy : Zero 2.

This list may be incomplete, and could be updated or modified later.

The modified .vmt files included in this addon were reformatted,
primarily to improve readability (e.g. by grouping similar parameters).

Current version: v1.0.1 (Hotfix 01)
► | ○ "materials/az2/birthing_fluid.vmt" ► | ○ "materials/az2/birthing_fluid_slow.vmt" ~/+ : Modified the "$selfillumtint" parameter and added a customised "$color2" parameter, respectively, with the values "1.0 0.94 1.0" , compared to "0.8 0.8 0.8" in the original "birthing_fluid.vmt" file, changing the tint of these materials. ~ : Changed the value of the "rate" parameter in the "LinearRamp" proxy from "1" to "0.5" in the material "birthing_fluid.vmt", slowing the animation down a bit. + : Added a relatively subtle animation using material proxies to "birthing_fluid_slow.vmt", where this texture slowly moves back and forth. ► | + "materials/decals/redglowalpha.vtf" ► | + "materials/effects/blueflare1.vtf" ► | + "materials/sprites/blueflare1.vtf" ► | + "materials/sprites/glow04.vtf" ► | + "materials/sprites/glow06.vtf" ► | + "materials/sprites/grubflare1.vtf" ► | + "materials/sprites/plasmaember.vtf" ► | + "materials/sprites/redglow1.vtf" ► | + "materials/sprites/redglow2.vtf" + : Created and added custom-made replacements for these materials, which are meant to emulate the visual appearance of the originals. These replacements also correct a problem where the edges of the original materials can be visible, even on higher "Texture detail" settings, which may affect immersion. ♦ See image #5 on the Description tab for a comparison of some of these replacements compared to the original textures. ( ! ) "glownomespit" is a modified material (VMT) and will be removed from the directories of this addon, once the bug causing this sprite to be displayed incorrectly is fixed on the main branch of EZ2. Check out "Sprites" under "Images & Screenshots" in the description for additional comparisons showcasing some of these textures. Note: Though these custom materials were made to look similar, they are not exactly the same and will appear slightly different, at least. (More noticeable examples of this are "blueflare1" and "glow04".) Only a few materials that exhibit the aforementioned problem are replaced by corrected textures in this addon. ► | ○ "materials/models/antlion_blue/antlionhigh_sheet.vmt" ► | ○ "materials/models/antlion_blue/antlionhigh_sheet2.vmt" ► | ○ "materials/models/antlion_blue/antlionhigh_sheet3.vmt" ► | ○ "materials/models/antlion_blue/antlionhigh_sheet4.vmt" (This NPC variant may primarily be encountered via console command.) ~ : Changed the values of the "$selfillumtint" parameter from "1.15 1.15 0.55" to "0.55 1.15 1.15". ♦ See image #1 on the Description tab. ~ : Changed the "$envmapfrensel" parameter to "$envmapfresnel", correcting a typo found in the original VMT files. This typo may also be present in the original VMTs of the "Bloodlion" and "Xen" variants for this NPC. (Modified versions of those files are not included in this addon.) ► | ○ "materials/models/antlion_guard/blue/antlionguard.vmt" ~ : Changed the values of the "$selfillumtint" parameter from "1.0 1.0 1.0" to "0.5 1.0 1.0". ► | ○ "materials/models/antlion_guard/xen/antlionguard.vmt" ~ : Changed the values of the "$selfillumtint" parameter from "1.0 1.0 1.0" to "3.0 1.5 0.0", tuning the colors of this NPC variant, so it is visually a bit closer or similar to the Antlion variant of the "Xen" type. ♦ Image #6 on the Description tab showcases this change. ▼ Additional comparison (Steam screenshot):"grubflare1" (Sprite) + Xen Antlion-Guard (NPC variant) ► | ○ "materials/models/beefbacon/west/stalk.vmt" ► | ○ "materials/models/beefbacon/west/stalk2.vmt" ♦ See image #7 on the Description tab for a comparison of these changes. ~ : Modified the values of the "translate" component of the "$bumptransform" parameter from "0 0" to "0.5 0.5". This affects how the "$bumpmap" material is applied and should change the locations of some texture seams. + : Added customised "$selfIllumFresnel" parameters, theoretically allowing the Stalks to look a bit less 'flat'. (Especially the green / yellow variant.) ~ : Changed the values of the "$selfillumtint" parameter from "2 2 .5" to "1.0 1.0 0.5" in "stalk.vmt". ► | ○ "materials/models/bullsquid_rad/bullchicken_eye1.vmt" ► | ○ "materials/models/bullsquid_rad/bullchicken_eye2.vmt" + : Added "$bumpmap" parameters with the values "models/bullsquid_xen/bullchicken_eye1_normal" and "models/bullsquid_xen/bullchicken_eye2_normal", respectively. + : Added "$selfillum", "$selfIllumFresnel", "$selfIllumFresnelMinMaxExp" and "$selfillumtint" parameters. The values of the "$selfIllumFresnel" parameters were transferred from the original "bullchicken1.vmt", and slightly edited. The values of the "$selfillumtint" parameter are customised to "0.35 0.35 0.35". ► | ○ "materials/models/glowbie_assassin/hcb_head.vmt" ► | ○ "materials/models/glowbie_assassin/zombie_assassin.vmt" + : Added "$selfIllumFresnel" parameters. + : Added customised "$selfIllumFresnelMinMaxExp" parameters with the values "0.25 0.75 0.25" and "0.25 1.0 0.25", respectively. ~ : Changed the values of the "$selfillumtint" parameter from "0.01 0.2 0.1" to "0.0 0.25 0.25" in "hcb_head.vmt". ♦ Comparison (Steam screenshot): Blue Goo: Gonome ► | ○ "materials/models/glowbie_classic/combinesoldiersheet_zombie.vmt" - : Removed the "$lightwarptexture" parameter, as it had a negative effect on how this NPC variant looked, with or without restoring its functionality by changing the value of the parameter to the correct file path. This parameter points to the invalid material path "materials/models/zombie_classic/zombie_glowwarp" in the original VMT. A purple tint, or what is likely a barely recognisable pink checkerboard texture used to indicate a missing material is then applied to the model in brighter lighting conditions, while using the original materials of this Zombine variant. The correct path seems to be "materials/models/glowbie_classic/zombie_glowwarp", for reference. ♦ Comparison (Steam screenshot): Blue Goo: Zombine ~ : Modified the values of the "$selfillumtint" parameter from "1.15 1.15 0.55" to "0.55 0.75 0.75", changing the colors of this NPC variant from a green tint to blue / cyan and reducing its brightness a bit. ► | ○ "materials/models/glowbie_fast/fast_zombie_sheet.vmt" ~ : Changed the value of the "$bumpmap" parameter from "Models/glowbie_fast/fast_zombie_classic_sheet_normal", which points to an invalid or non-existent material in the original VMT, to "models/glowbie_fast/fast_zombie_sheet_normal", restoring the functionality of the parameter. ♦ Comparison (Steam screenshot): Blue Goo: Fast-Zombie ► | ○ "materials/overlays/bootprint_01_blue.vtf" ► | ○ "materials/overlays/bootprint_02_blue.vtf" ~ : Modified the original materials, removing a few artifacts. ♦ See image #4 on the Description tab for a comparison of the original, and modified material of "bootprint_02_blue". ► | ○ "materials/sprites/plasmaember.vmt" + Included a modified version of this file, which allows this sprite to rotate itself to face the Player camera.
Last edited by Ceuzera; 4 Jun, 2023 @ 8:35am