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Then set R_GLSL_offsetmapping 1
R_GLSL_offsetmapping_reliefmapping 1
and to control how much bump set
R_GLSL_ofsetmapping_scale to .2 to see the effect
Also I am using the 2011 820 build as the newer ones have some slightly different commands for this.
Start here so when you move on to you water you can get the fresnel to look right.
Once you get the scale set to look like you want the refraction should follow on its own.
I am using pretty water 51 shader with a custom texture
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Wow that would be a handy tool wouldn't it?
Textures that affect the play of the map?
Good idea Seven!
Maybe the reverse could also work. Imagine the textures changing as they were affected by the player. like maybe footprints or something more involved eh?
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Some things in the game like barrels explode already,so maybe this would not be a big stretch.
The holy grail for me would be if the map actually changed with interaction.
This is what BF2 and 3 promised but never actually delivered on.
I used to play a tank game called trax in the late 90's that had this feature working.
If you shot the ground under another players tank it actually deformed which led to some VERY interesting game play.
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Wow that would be a handy tool wouldn't it?
Textures that affect the play of the map?
Good idea Seven!
Maybe the reverse could also work. Imagine the textures changing as they were affected by the player. like maybe footprints or something more involved eh?
Hello bluntz,
We have some issues here: 1.) First of all, multiplayer servers does not allow a modified progs.dat.
Only servers with their own modifications (like Cobalt�s server) could make use of this. 2.) Maps must work together with QC.
Only if you know what maps are played, you can adjust your "interacting" textures in QC.
If points 1.) and 2.) are solved, your idea can be realized.
When you look into "small mod compilation" or into Nahuels "material" mod,
you will see the necesary code to identify the texture where the player is currently walking on.
Depending on this texture you can do whatever you want:
- reduce players velocity
- change players footstep sound
- damage the player
- play a pain sound
- ...
You can even use different effects in different maps.
Via world model check (= map file check).
Next thing you had in your mind: Leave footstep decals:
You can look into the "player bleeding" code to see what is necessary basicaly.
Instead of a blood texture you can use a "footstep" texture as particlefont.
Then trigger the spawn of it right beneath the player via a function or button or texture or anything.
These are great ideas, but point 1.) and 2.) are still there.
Sorry Mindz I don't mean to hijack your setup thread.
I suppose this needs its own thread to explore Sevens ideas.
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I dont mind thats why I chose the venting area as my venue. Today is the first day I've been back to this part of the forums once that was this morning, with the intention of setting up DarkPlaces again
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