[SUGGESTION] Slippary ground shader - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Suggestion Box (https://forums.xonotic.org/forumdisplay.php?fid=20) +--- Thread: [SUGGESTION] Slippary ground shader (/showthread.php?tid=724) |
Slippary ground shader - _para - 07-18-2010 Is there already a slippary texture? would be cool in xonotic maybe for traps or ice RE: Slippary ground shader - jngdwe - 07-18-2010 This may have some usefulness. I'de love to see a wetter map. I remember how awesome the dx10.1 (or 10, whatever it was) shaders in Stalker Call Of Pripyat looked when it was raining, and each drop actually running down the sides of objects and the textures got slick and really wet looking. I know this probably can't and won't be done, but perhaps we should have raining maps with slick looking shaders. RE: Slippary ground shader - Beefeater - 07-18-2010 (07-18-2010, 08:51 AM)jngdwe Wrote: This may have some usefulness. I'de love to see a wetter map. I don't know the limitations of Darkplaces, but AFAIK everything that's possible in DirectX 11, is possible in the newly released OGL4.0 specification, so that's not a limitation. RE: Slippary ground shader - Flying Steel - 07-18-2010 Gloss maps and real-time reflections have been supported for many years now. RE: Slippary ground shader - parasti - 07-18-2010 Obviously the original poster was talking about surface properties not visual effects, stay on topic people. RE: Slippary ground shader - Flying Steel - 07-18-2010 Well he was talking about a "texture", but maybe that means something different in mapper lingo. RE: Slippary ground shader - Roanoke - 07-18-2010 Pretty sure he meant the ability to reduce a surface's friction. RE: Slippary ground shader - FruitieX - 07-18-2010 Hmm... do want... Make it use common/slick for q3 compat too RE: Slippary ground shader - _para - 07-22-2010 i mean we have a metaclip with metal sound "Hmm... do want... Make it use common/slick for q3 compat too " sry idont understand this ...google translaor cant help me too -seriously RE: Slippary ground shader - ThePWTULN - 07-22-2010 EDIT: Doesn't work RE: Slippary ground shader - _para - 07-22-2010 ah... ill test it thx RE: Slippary ground shader - parasti - 07-22-2010 surfaceparm slick has no effect in DarkPlaces. RE: Slippary ground shader - _para - 07-22-2010 shit... RE: Slippary ground shader - unfa - 08-18-2010 With slippy floor, nexrun could live without the space bar. RE: Slippary ground shader - rainerzufalldererste - 08-18-2010 that would be funny! sliding around <3 love the idea! RE: Slippary ground shader - unfa - 08-19-2010 Yeah, me too! Could be really fun to fight on a slippery arena That would make possible things like pipes. Player jump into a pipe, and he travels through it down to some other point of the map. Something like on the DarkZone map but 10 times longer and without a possibility to stand still inside! Would be fun! |