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I have also modified my own guide to properly explain that this is possible, while also explaining when do do it and when to avoid it.
But your guide makes it seem like we are doing it absolutely incorrectly.
It would seem better if you would re-brand this guide to a "simpler and resource friendlier Vomit overlay", also stating this issue.
As opposed to individually calling us out and telling everyone that this is the incorrect way and doing it must be avoided.
Going through the defail frame stuff is just more work than making a _it material.
Your way is neat, but not better.
However, to simplify everyone's life, I could code a very quick VMT thing that switches the $detailframe from 0 to 1 when someone has boomer vomit on him, and back to 0 when it goes away (and you put your $detail on frame 0 and the boomer $detail on frame 2). This way :
- First of all, you would not have to do that _IT step anymore in any case
- Second of all, you could display a mixed $detail when someone has boomer vomit, instead of replacing the $detail, which would be an improvement over the current result
What do you think ?
but it breaks the use of all detail textures you'd want on the texture.
We're doing it the original way valve had done it, so that IF you want to have, lets say aleather detail, this detail won't be lost.