ZylonBane on 30/4/2009 at 18:44
Quote Posted by Enchantermon
Yeah, I think that would work beautifully. If I could change it, I would mute the foot sounds so that when you do touch the floor, it seems like you're gliding across it rather than walking on it, but that's just me (I don't even know if it can be done).
You're wondering if the Dark Engine can assign different footstep sounds to different types of surfaces? :erm:
Anyway, where might one download this work-in-progress cyberspace mission?
JediKorenchkin on 30/4/2009 at 20:06
Quote Posted by ZylonBane
Anyway, where might one download this work-in-progress cyberspace mission?
I think I'm obligated to fill in the role of being, well, you and call you blind and incompetent for not noticing me post the link earlier when I mentioned it. :p
Quote Posted by ZylonBane
You're wondering if the Dark Engine can assign different footstep sounds to different types of surfaces? :erm:
Can't it? I thought it made different sounds when you walked on snow. Plus, it makes sense for Thief... Or were you being sarcastic?
Nameless Voice on 30/4/2009 at 20:46
You need to upgrade your sarcasm detector.
ZylonBane on 30/4/2009 at 20:57
Quote Posted by Nameless Voice
You need to upgrade your sarcasm detector.
Actually I was obliquely asking Enchantermon if he was being sarcastic.
The last time cyberspace came up, there was considerable discussion about replicating the see-through wireframe effect. I've recently accidently discovered that terrain textures with transparent color will in fact often render what's behind them. Perhaps this could be put to good use?
RocketMan on 30/4/2009 at 21:07
How often is "often"? Is this a random glitch?
Enchantermon on 30/4/2009 at 21:31
Quote Posted by ZylonBane
You're wondering if the Dark Engine can assign different footstep sounds to different types of surfaces?
D'oh. I forgot that the sounds are changed depending on what kind of surface you're walking on.
Quote Posted by ZylonBane
The last time cyberspace came up, there was considerable discussion about replicating the see-through wireframe effect. I've recently accidently discovered that terrain textures with transparent color will in fact often render what's behind them. Perhaps this could be put to good use?
I thought that we couldn't implement this because of all of the rendering that took place had a detrimental effect on the level. But I don't think this method was tried yet, so maybe it'll work.
ZylonBane on 30/4/2009 at 21:36
Quote Posted by RocketMan
How often is "often"? Is this a random glitch?
No, it's consistent.
I was experimenting with making the darker pixels in the SHEMP monitor static transparent (for an even cooler shimmer due to the usual hall-of-mirrors effect), but discovered that on some broken screens, I could instead see the terrain brushes underneath the monitor.
JediKorenchkin on 1/5/2009 at 01:35
Hm, I had thought transparent terrain caused the engine to, well, explode.
ZylonBane on 1/5/2009 at 02:43
Nope. It only reveals stuff that's getting rendered anyway.
On further experimentation, terrain transparency only seems to work with textures that are set to render unlit.