pwyll on 2/1/2010 at 02:43
Quote Posted by Beleg Cúthalion
Great. If you can make AIs slip on it with a fake oil puddle... :p
Hehe. That would be nice. :thumb:
Judith on 2/1/2010 at 09:31
The mission will be set among the "mountain pagans", so they're supposed to be "pros" with the ice, you know :) I'm not sure what I'll do with it yet. Initially I wanted to use it as an obstacle of some sort. It has the "tile" footstep sound which is louder than snow, so players would rather avoid it. Though it would be fun to see Garrett slip on it :) I haven't played with the friction yet, I don't even know whether it's possible to make surfaces slippery for the player.
pwyll on 3/1/2010 at 13:13
Does walking on a snow leave traces?
Flux on 5/1/2010 at 19:06
Awesome looking! Does the texture on pillars have snow layer on them as well? How did u achieve the specularity on the white rock mesh? (bottom right on second picture)
Beleg Cúthalion on 5/1/2010 at 19:56
Couldn't an emitter spawned every half second with a footprint texture work? One which vanishes after about ten seconds so it doesn't get overly performance-hungry? Still, should be used carefully...
clearing on 6/1/2010 at 05:44
Wow! Very interesting screens :eek:
Judith on 6/1/2010 at 09:58
Quote Posted by Beleg Cúthalion
Couldn't an emitter spawned every half second with a footprint texture work? One which vanishes after about ten seconds so it doesn't get overly performance-hungry? Still, should be used carefully...
Nice idea, though I already have a few things that will be demanding in terms of performance - a lot of transparent textures (trees, grass) and big spaces 4096x4096 glades etc.
Quote Posted by Flux
Awesome looking! Does the texture on pillars have snow layer on them as well? How did u achieve the specularity on the white rock mesh? (bottom right on second picture)
No, there's no snow layer yet. I was thinking about the "outdoor" version with some snow, but I'm afraid the player will see a repetitive pattern when seeing a few copies of these pillars or walls. And, there's no specular on this rock :) It's just the diffuse and normal. But the ambient brightness is pretty high in here (64) plus the torch light and bloom on might result in such effect.
STiFU on 6/1/2010 at 12:54
I forgot nearly everything about flesh, but I guess a particle emitter woun't work so good on tilted surfaces, unless the particles react physically and collide with the snow-surface, so that they become tilted as well. I guess you aren't able to link the snow-surface-normal to the orientation of the particles, are you? But aside from that a snowtexture with a footstep-normalmap and an alphamap that blends the borders could look good.