A friend of mine and I are doing some experiments with the $flesh .vmt parameters for source textures, and we need a stool that can spawn a point_flesh_effect_target point entity. It’s that effect in EP2 when the vorts were healing Alyx. You remember, right?
Just has to be something similar to the default light spawner stool, with a slider for the radius of the effect. Think of it like a blacklight. With the right textures and parameters, it could actually be used exactly like that, we think. We won’t know exactly what it could be used for until we get our hands on a dynamic way to spawn the entity though.
In the event that someone utilizes the $Flesh parameters properly, (which is to say, without forcing it on), we can simulate the interior of any given object – the insides of machinery, of people, of any sort of object or creature.
Turning the entity into a SEnt or STool would give any comic, machinima, or pose makers more creative freedom ingame, without the aid of external editing programs or prowess.
All you would need to do, in essence, would be to bind the effect to a simple model – a set of planes with a flare texture would really be sufficient. That’s all the lightbulb model is.
In theory, you could bind the entity to the previously mentioned model, and have it spawn as a SEnt. And… if it is an entity that exists within Episode 2, then it exists in the Source 2007 engines and all later versions. This means that Garry’s Mod would very likely have it as well.
If you’d read the page closely, you’d notice that the entity also doesn’t require any children to be defined, only a parent entity – and that a radius can be defined. Meaning simply that it will affect any models within that radius that have the $flesh parameter in their respective VMTs.
If you want more examples of the shader being used (we can only use it by activating the debug function in the VMT right now), just say the word. We can do this to anything using the VertexLitGeneric shader.