G'day folks,

Does anyone know of any documentation /tutorial regarding deformvertexes or perhaps your own understanding of them?

I know of the basic example taken from default shaders...

deformVertexes flap t 80 cos 0 5 0.2 0.25 0

They are said to represent <amplitude> <phase> <frequency> <optional min> <optional max>

... or ...

deformVertexes wave 45 sin 0 2 0.5 6

... but we have a few more parameters than the <explained parameters> so which goes with which and what do each of them do?

There are also several words that can follow "deformVertexes" such as :

flap, wave, buldge, move, sawtooth, ...

And there's also things like:

rgbgen wave triangle 1 5 1 3

... which can also include various formations following the "rgbgen wave".

triangle, square, sin, ... and possibly others.

Has anyone delved in and documented the changes made by using different parameters?

Here's a scenario that I have just encountered and endured.

I have been helping a friend with his first map. It has foliage textures on a few patches and I wanted to make the top of the foliage sway as if by a breeze.

So I used :

deformvertexes flap t 2 cos 0 1 0 .10 0 2

However that made the bottom of the texture sway more so than the top of it so I rotated the patches upside down and flipped the textures upright.

They still swayed at the bottom more so than the top.

I changed the values " 0 1 0 .10 0 2" by swapping the numbers around which just deformed them to all kinds of shapes like a hyped up frog in a sock.

I held my tongue to the left then to the right. Same result.

So I ended up redrawing my foliage TGA textures upside down in my paint program and applied the alpha channel mask upside down too.

This has taken the better part of a whole day (23 TGA files with transparency masks plus trial and error of editing the parameters).

Where as a better understanding of the "deformvertexes" would have taken less than a minute to edit in the shader.

Any guidance on this matter would be greatly appreciated. Thank you.