A tutorial for using material proxies to make materials more dynamic (like the force fields in Half-Life 2).
I had wanted to use material_modify_control, but I couldn't get it to reliably work. What do I mean by that? If I so much as replaced a letter with the SAME LETTER, it would break upon recompile. No amount of deleting, starting fresh, making a new material, etc would fix it. After 4 hours of fiddling to get it work, it started working for no apparent reason and, you guess it, broke again when I moved the entity close to its parent brush. Maybe it's just Portal 2.
I tried it in HL2DM, but didn't want to push my luck after it started working as I had a lot of changes to make. Just when I had modified my fgd to give the properties sheet a material selector instead of a text box too...
Not the best name for the material. shrug
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