Re: Slippery ice
Posted by sgtfly on
Sat May 8th 2010 at 9:55pm
sgtfly
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Occupation: 5 more years of BS and I'm done. WOOHOO!
Location: Batavia,IL USA
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?
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.
Re: Slippery ice
Posted by sgtfly on
Sun May 9th 2010 at 9:22pm
sgtfly
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Registered:
Jan 24th 2005
Occupation: 5 more years of BS and I'm done. WOOHOO!
Location: Batavia,IL USA
thnx, guys I'll look into those.
I nned it for a hockey rink I'm adding to a map.
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.
Re: Slippery ice
Posted by topher on
Sun May 9th 2010 at 10:17pm
Posted
2010-05-09 10:17pm
topher
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Feb 22nd 2010
you should decompile one of those ice skating maps and see how they do it.
Re: Slippery ice
Posted by sgtfly on
Mon May 10th 2010 at 10:08pm
Posted
2010-05-10 10:08pm
sgtfly
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273 posts
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Registered:
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Occupation: 5 more years of BS and I'm done. WOOHOO!
Location: Batavia,IL USA
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.
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.
Re: Slippery ice
Posted by sgtfly on
Tue May 11th 2010 at 11:33am
Posted
2010-05-11 11:33am
sgtfly
member
273 posts
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Registered:
Jan 24th 2005
Occupation: 5 more years of BS and I'm done. WOOHOO!
Location: Batavia,IL USA
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.
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.
Re: Slippery ice
Posted by omegaslayer on
Sun May 23rd 2010 at 6:06pm
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Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
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.
Re: Slippery ice
Posted by sgtfly on
Sat May 29th 2010 at 11:41am
Posted
2010-05-29 11:41am
sgtfly
member
273 posts
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Registered:
Jan 24th 2005
Occupation: 5 more years of BS and I'm done. WOOHOO!
Location: Batavia,IL USA
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)
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.