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[SUGGESTION] Slippary ground shader - Printable Version

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+--- 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 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.

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 Smile


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 Undecided


RE: Slippary ground shader - _para - 07-22-2010

ah... ill test it thx Big Grin


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 Big Grin <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 Big Grin

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!