Ok, Here's one for all of you. Anybody know how to make a slippery surface that is flat.
I'm making an area that has ice and it needs to be flat. I want a slippery feel to it. I thought of using a push entity but I figure there's got to be an easier way, maybe a change in the texture .vmt or such to $surface.
Anybody know the best one to use?
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Re: Slippery ice
Posted by sgtfly on Sat May 8th at 9:55pm 2010

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Posted by sgtfly on Sat May 8th at 9:55pm 2010
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Re: Slippery ice
Posted by Riven on Sun May 9th at 5:50pm 2010

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Posted by Riven on Sun May 9th at 5:50pm 2010
A change to the .vmt would be the best way IMO. There are quite a few different surface properties already in Source you may use for a custom texture. Some even have the word "slippery" in their title. Check em out: VDC material surface properties.
Other than using the $surfaceprop command, I don't think there's a $friction command or somesort to use. I haven't bothered to try any, but there's one labeled: slipperymetal that might prove effective. Also, maybe check out some of those ice textures in CSS people have made; those are slippery too.
Other than using the $surfaceprop command, I don't think there's a $friction command or somesort to use. I haven't bothered to try any, but there's one labeled: slipperymetal that might prove effective. Also, maybe check out some of those ice textures in CSS people have made; those are slippery too.
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Re: Slippery ice
Posted by Niborius on Sun May 9th at 6:01pm 2010
Thanks, this is useful to me as well, I never knew how to do it.
Posted by Niborius on Sun May 9th at 6:01pm 2010
Quoting Riven
A change to the .vmt would be the best way IMO. There are quite a few different surface properties already in Source you may use for a custom texture. Some even have the word "slippery" in their title. Check em out: VDC material surface properties.
Other than using the $surfaceprop command, I don't think there's a $friction command or somesort to use. I haven't bothered to try any, but there's one labeled: slipperymetal that might prove effective. Also, maybe check out some of those ice textures in CSS people have made; those are slippery too.
Other than using the $surfaceprop command, I don't think there's a $friction command or somesort to use. I haven't bothered to try any, but there's one labeled: slipperymetal that might prove effective. Also, maybe check out some of those ice textures in CSS people have made; those are slippery too.
Thanks, this is useful to me as well, I never knew how to do it.
Youtube Channel: https://www.youtube.com/c/Nibgames
Re: Slippery ice
Posted by sgtfly on Sun May 9th at 9:22pm 2010

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Posted by sgtfly on Sun May 9th at 9:22pm 2010
thnx, guys I'll look into those.
I nned it for a hockey rink I'm adding to a map.
I nned it for a hockey rink I'm adding to a map.
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Re: Slippery ice
Posted by topher on Sun May 9th at 10:17pm 2010
Posted by topher on Sun May 9th at 10:17pm 2010
you should decompile one of those ice skating maps and see how they do it.
Re: Slippery ice
Posted by Le Chief on Mon May 10th at 4:01am 2010
Posted by Le Chief on Mon May 10th at 4:01am 2010
Does anyone remember the Citadel part in HL2 towards the end when you're trapped in the small room while your gravity gun gets modified. That had a sort of low friction effect you should look into it sgtfly.
Re: Slippery ice
Posted by Riven on Mon May 10th at 11:12am 2010
That scene was done using a trigger volume called: trigger_vphysics_motion
That may work if you make it a very thin layer on top of every surface you want affected. However, be sure to use a filter_activator_name to limit to just the player and not any other entities. The reason you'd make it a small layer too, is because it would affect the player when they'd jump if the volume was any larger.
That could make it very tedious to construct over simply adding a $surfaceprop value to the texture of your choice and simply applying that to the chosen affected faces.

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Posted by Riven on Mon May 10th at 11:12am 2010
Quoting "aaron_da_killa"
Does anyone remember the Citadel part in HL2 towards the end when you're trapped in the small room while your gravity gun gets modified. That had a sort of low friction effect you should look into it sgtfly.
That scene was done using a trigger volume called: trigger_vphysics_motion
That may work if you make it a very thin layer on top of every surface you want affected. However, be sure to use a filter_activator_name to limit to just the player and not any other entities. The reason you'd make it a small layer too, is because it would affect the player when they'd jump if the volume was any larger.
That could make it very tedious to construct over simply adding a $surfaceprop value to the texture of your choice and simply applying that to the chosen affected faces.
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Re: Slippery ice
Posted by sgtfly on Mon May 10th at 10:08pm 2010

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Posted by sgtfly on Mon May 10th at 10:08pm 2010
That last Riven might be the way to go, this is an ice hockey rink that will have nothing on it but the players and infected. I have a rink surface which I can
make very thin.
This is great I have wracking my small brain trying to figure this one out.
Short of going to Valve (which I'm doing next month) and asking them to figure it out for me, I ws at a complete loss here.
make very thin.
This is great I have wracking my small brain trying to figure this one out.
Short of going to Valve (which I'm doing next month) and asking them to figure it out for me, I ws at a complete loss here.
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Re: Slippery ice
Posted by Riven on Tue May 11th at 2:06am 2010

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Posted by Riven on Tue May 11th at 2:06am 2010
Wait, you're going to visit Valve studios? I want pictures!!!
and to go too!
and to go too!Riven
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Re: Slippery ice
Posted by Le Chief on Tue May 11th at 11:27am 2010
Posted by Le Chief on Tue May 11th at 11:27am 2010
Oh cool yeah be sure to take photos and show us here!
Re: Slippery ice
Posted by sgtfly on Tue May 11th at 11:33am 2010

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Posted by sgtfly on Tue May 11th at 11:33am 2010
Yeah, I'm going to Washinton in June to visit my daughter and son-in-law. He is a concept and 3d artist for Valve.
I've already been to the new studio they moved into and it's so cool. I got to meet and know a few of the guys working on the different games.
I will try to get some pics and post them for everyone.
I've already been to the new studio they moved into and it's so cool. I got to meet and know a few of the guys working on the different games.
I will try to get some pics and post them for everyone.
sgtfly
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Light is faster than sound:That is why some people appear bright until you hear them speak.
Your riches in life are family and friends, everything else is just a distraction.
Your riches in life are family and friends, everything else is just a distraction.
Re: Slippery ice
Posted by Niborius on Tue May 11th at 1:00pm 2010
Posted by Niborius on Tue May 11th at 1:00pm 2010
Wow that's awesome. Can't wait for the pictures
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Re: Slippery ice
Posted by omegaslayer on Sun May 23rd at 6:06pm 2010

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Posted by omegaslayer on Sun May 23rd at 6:06pm 2010
Its also very valid to email valve your mapping questions. I've hade Gabe answer a few for me, as well as some of the other staff when I was tweaking the BSP compiler for eternal-silence.
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Re: Slippery ice
Posted by Condus Mundus on Mon May 24th at 10:25pm 2010

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Posted by Condus Mundus on Mon May 24th at 10:25pm 2010
You could look into the whole slippery-mud-slope-thingy in HL2?(The part in "Route Canal" with a bunch of barnacles on the ceil and the bodies at the bottom) I think that has something to do with the changing of friction. All you would have to do then is make it flat. (Of course, what would a GoldSrc mapper like me know
)
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Re: Slippery ice
Posted by sgtfly on Sat May 29th at 11:41am 2010

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Posted by sgtfly on Sat May 29th at 11:41am 2010
I will ask when I get there and post how they would do it here. Plus I wanna see what they're working on again. Can't say what it is but it looked DAMN cool.
I have sent some stuff to my son-in-law to get some feedback from some of the ppl there. That's how I got some of the ideas on my urbanwar map. (which I am deciding what type of map to make it)
I have sent some stuff to my son-in-law to get some feedback from some of the ppl there. That's how I got some of the ideas on my urbanwar map. (which I am deciding what type of map to make it)
sgtfly
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Light is faster than sound:That is why some people appear bright until you hear them speak.
Your riches in life are family and friends, everything else is just a distraction.
Your riches in life are family and friends, everything else is just a distraction.
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