Kill_the_Bug
aa
- Oct 6, 2008
- 1,965
- 450
Glad its not mine. I can tell by the multiple rooms.
Nope - it's a top down viewpoint of somebody's house!
Did someone say clear ice couldn't refract?
And stickies do stick:
Still workin on a slightly blu-ish variant. Not the finished variant:
EDIT ok how 'bout this color, along with clear:
Now Source does have an ice surface, however it makes people slide around for a long time, as if people were wearing ice skates. So now the surface is made of glass (for the engine at least).
EDIT I got the refract from this texture, however I don't really think it fits TF2 very well.
EDIT 2 Got a clear version too, next to the blue one:
What some snow overlays can do to a border between ice and land:
Who the hell has time to put in 2 PARTY ROOMS?
Do me a favor and make it a blend texture with snow for an alpha
More work on cp_matthew_b1. I still need to add overhangs to some of the roofs and add details to the buildings and out-of-bounds areas. I've also got big plans for the interiors.
Who the hell has time to put in 2 PARTY ROOMS?
Recent trade map iv'e been making.
-pictures n stuff-
I tried to do that, however the refraction is a standalone shader. I have yet to figure out how to get a snow blend with just a refraction shader where the snow isn't see-trough and the ice is.. Putting the normal map into the other $basetexture channel doesn't work.
However I didn't compile that, I just saw from Hammer that it didn't do anything good. Maybe I should go ahead and make that then. Not today though. Too busy with other stuff.
Although I don't think it will work. The refraction shader is just a bunch of code in a .vmt and as far as I know you can't set .vmt's as base textures. Yes it has a normal map texture to give it the refraction but that normal map will show up as just a texture if I set it as a base texture.
Unless people have a way to put a dedicated .vmt in the $bastexture1 command I can't create a blend texture, and so you have to do it with an overlay, like I showed in the last picture.
Any way you could do it with detail sprites that just lay flat and fixed against the brush? Otherwise the obvious answer would be to use an overlay or second displacement.
"LightmappedGeneric"
{
"$basetexture" "nature/snow_full001"
"$surfaceprop" "snow"
"$color" "[.75 .75 .75]"
"$lightwarptexture" "arctic/lightwarp/lightwarp_ice02"
"$reflectivity" "[.34 .37 .38]"
"$envmap" "cubemaps/cubemap_shapes002"
"$envmaptint" "[.065 .068 .071]"
"$bumpmap" "water/dx80_tfwater001_normal"
"%keywords" "tf,custom,arctic"
}
Second image uses mat_bumpmap 0.
Code:"LightmappedGeneric" { "$basetexture" "nature/snow_full001" "$surfaceprop" "snow" "$color" "[.75 .75 .75]" "$lightwarptexture" "arctic/lightwarp/lightwarp_ice02" "$reflectivity" "[.34 .37 .38]" "$envmap" "cubemaps/cubemap_shapes002" "$envmaptint" "[.065 .068 .071]" "$bumpmap" "water/dx80_tfwater001_normal" "%keywords" "tf,custom,arctic" }
Remade lightwarp