Why are there no material specific playerclip textures?

Discussion in 'Mapping Questions & Discussion' started by sevin, Feb 21, 2016.

  1. sevin

    aa sevin

    Messages:
    954
    Positive Ratings:
    652
    Been playing CS:GO a bit lately and it has reminded me that playerclip only uses the "generic" surface property. In tactical games like CS:GO, where footstep sounds are extremely important, it seems odd to me that Valve hasn't taken 10 minutes to create playerclip textures for each material type. They practically drape every model in playerclip, so its effect is pretty big.
     
  2. Bakscratch

    aa Bakscratch Finisher of Maps

    Messages:
    677
    Positive Ratings:
    1,159
    Func brush and disable render? I dunno if that keeps collision though?
     
  3. sevin

    aa sevin

    Messages:
    954
    Positive Ratings:
    652
    That would retain collision for everything, not just players.
     
  4. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

    Messages:
    845
    Positive Ratings:
    1,120
  5. sevin

    aa sevin

    Messages:
    954
    Positive Ratings:
    652
    I'm not asking for a workaround, just saying it's pretty weird that Valve hasn't done that themselves. Would only take like 10 minutes to go in, make a few copies, and change the $surfaceprop parameter to each material type. For a game as heavily focused on sound and footsteps as CS:GO, you'd think Valve would be damn sure they'd get the materials right. I was partially reminded to write this by someone's post on Reddit pointing out that all of the railings in the new Nuke use the concrete sound. They're just covered in playerclip.
     
  6. Viperi

    aa Viperi not actually a snek

    Messages:
    962
    Positive Ratings:
    530
    I guess a Valve worker accidently cemented the railing.
     
  7. sevin

    aa sevin

    Messages:
    954
    Positive Ratings:
    652
    Did you read the OP or the last sentence of the post you quoted? Playerclip uses a generic surface property, so the concrete footstep sounds are played when walking on it. The railings are covered in playerclip.
     
  8. Viperi

    aa Viperi not actually a snek

    Messages:
    962
    Positive Ratings:
    530
    Of course I did. Why would I make an unoriginal joke?
     
  9. sevin

    aa sevin

    Messages:
    954
    Positive Ratings:
    652
    It was hard to tell. I thought you meant they used "generic" as the $surfaceprop or something. Didn't mean to write that as aggressively as I did, I'm sorry.
     
  10. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,213
    See, if your joke had been "I guess some Cedar Creek employee accidentally cemented the railing" it would have read more clearly.

    Anyway, I wonder if it would be possible to patch something into the engine itself that automatically uses the step sound of whatever poly is immediately below the clip brush. Seems logical enough, and would save them the trouble of having several dozen different clip materials to keep track of (and having to remember exactly which surfaceprop every texture they use has — hmm, was this step considered concrete or stone?...).
     
  11. henke37

    aa henke37

    Messages:
    1,834
    Positive Ratings:
    420
    Huh, I had always assumed they did exactly that. Apparently not.
     
  12. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,213
    I did too, and I have no idea why.