I promise if you do I'll reach deep into the fathoms of my anus and pull out a PortalGun
I think there's a line in the VMT you put something like $RenderTarget
One minute I'll look it up
EDIT:
[url]http://developer.valvesoftware.com/wiki/Valve_Texture_Format[/url]
[quote]
A VTF file can contain the following flags:
Flag Value Comment
Point Sampling 0x0001 Low quality, "pixel art" texture filtering.
Trilinear Sampling 0x0002 Medium quality texture filtering.
Clamp S 0x0004 Clamp S coordinates.
Clamp T 0x0008 Clamp T coordinates.
Anisotropic Sampling 0x0010 High quality texture filtering.
Hint DXT5 0x0020 Used in skyboxes. Makes sure edges are seamless.
SRGB n/a Uses space RGB. Uself for High Gamuts.
No Compress 0x0040 No DXT compression used.
Normal Map 0x0080 Texture is a normal map.
No Mipmaps 0x0100 Render largest mipmap only. (Does not delete existing mipmaps, just disables them.)
No Level Of Detail 0x0200 Not affected by texture resolution settings.
No Minimum Mipmap 0x0400
Procedural 0x0800 Texture is an procedural texture (code can modify it).
One Bit Alpha 0x1000 One bit alpha channel used.
Eight Bit Alpha 0x2000 Eight bit alpha channel used.
Environment Map 0x4000 Texture is an environment map.
[b]Render Target 0x8000 Texture is a render target.[/b]
Depth Render Target 0x10000 Texture is a depth render target.
No Debug Override 0x20000
Single Copy 0x40000
One Over Mipmap Level In Alpha 0x80000 Fill the alpha channel with 1/Mipmap Level. (Internal to VTEX?)
Premultiply Color By One Over Mipmap Level 0x100000 (Internal to VTEX?)
Normal To DuDv 0x200000 Texture is a DuDv map. (Internal to VTEX?)
Alpha Test Mipmap Generation 0x400000 (Internal to VTEX?)
No Depth Buffer 0x800000 Do not buffer for Video Processing, generally render distance.
SSBump n/a Texture is a SSBump. (SSB)
Nice Filtered 0x1000000 Use NICE filtering to generate mipmaps. (Internal to VTEX?)
Clamp U 0x2000000 Clamp U coordinates (for volumetric textures).
[/quote]
So like eh I set up my RT in settings/render_targets but eh I do dis
local oldRT = render.GetRenderTarget()
render.SetRenderTarget(self.Entity:GetNetworkedBoo l("blue") and "_rt_bluPortal" or "_rt_redPortal")
render.Clear(0,0,0,255)
render.SetViewPort(0,0,camData.w,camData.h)
render.RenderView(camData)
render.SetRenderTarget(oldRT)
and dis
self.sprite:SetMaterialTexture("$basetexture", self.Entity:GetNetworkedBool("blue") and "_rt_bluPortal" or "_rt_redPortal")
And it don't works no-how.