Shiny Floor

alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
<div class="IPBDescription">How?</div> You make the floor half-transparent and paste a mirrored copy of the room below, right? Is there a better technique?

Comments

  • NayNay Join Date: 2002-06-09 Member: 741Members
    Hmm not really <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
    So how do you make shiny floor?
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Shiny or transparent? Im confused on what you want here.
  • NayNay Join Date: 2002-06-09 Member: 741Members
    think he means the reflective trick,

    a possible idea would be to put a really solid flooring in with the room under but just the walls no detail, then make a fading texture for the walls then set a really high fx amount on the floor this might create a pretty good effect
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    A nice little article on the VERC Collective site
    <a href='http://collective.valve-erc.com/index.php?doc=1057998335-32647500' target='_blank'>Poor Man's Shiny Floors</a>
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin--Mouse+Jul 25 2003, 12:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mouse @ Jul 25 2003, 12:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A nice little article on the VERC Collective site
    <a href='http://collective.valve-erc.com/index.php?doc=1057998335-32647500' target='_blank'>Poor Man's Shiny Floors</a> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I just fineshed reading that article before stopping in here.

    Good way to go if you just want your floors "shiny" but not reflective.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    The problem with this technique (i was thinking of implementing it at some point) is that it doubles the brushes used in a single room. And we all know what that leads to. Aesthetically it's a cool little trick, but as far as r_speeds and fps go, i'd give it a miss.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    It doesn't really double the number of brushes. Not the poor man's version; see article above. In fact, if you scaled up the unseen wall and floor textures in the room below, it should be possible to use only exactly 6 additional faces per room/floor.
  • alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
    The poor man's version is kinda lame, and the r_speed and fps impact is not so bad in the cool version, I saw a whole, detailed room with a reflective floor and everything was just fine.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    There's only one problem: Where would a highly polished floor fit in a Natural Selection map?
  • Venom420Venom420 Join Date: 2003-07-25 Member: 18426Members
    maybe someone could make a map in a office buliding. i think that it would be a first for NS <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin--Kage+Jul 25 2003, 07:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kage @ Jul 25 2003, 07:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's only one problem: Where would a highly polished floor fit in a Natural Selection map? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ever seen water in your life before?
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Kage+Jul 25 2003, 07:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kage @ Jul 25 2003, 07:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There's only one problem: Where would a highly polished floor fit in a Natural Selection map? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In the floor polish refinery ship. Duh!
  • Crono5Crono5 Join Date: 2003-07-22 Member: 18357Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In the floor polish refinery ship. Duh! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    lol

    When you think about it, a lot of floors could be shiny. Just because the Kharaa took the ship, doesn't nessecarily mean it's dirty... I mean, yeah, it's gotta have alien growth and all dat jazz, but really, even if it has growth, it doesn't mean that the wall it's growing on isn't shiny? What if it was the day to clean the ship, and the Kharaa became crazed with attraction, after sniffing the beautiful scent of <b>[insert name of leading brand bathroom detergent here]</b>? It's a possibility. I've seen detergent do crazy things to people...... Crazy things......
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Yeah and there was map with frozen asteroid or something, pretty promising looking map. Would be nice to watch the shiny icy floor of a cave or station.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--WarpZone+Jul 25 2003, 12:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WarpZone @ Jul 25 2003, 12:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It doesn't really double the number of brushes. Not the poor man's version; see article above. In fact, if you scaled up the unseen wall and floor textures in the room below, it should be possible to use only exactly 6 additional faces per room/floor. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually, using the poor man's version, you could do it with possibly only an increase of 1 face and minimal wploys. If you stretched out the unseen floor texture to fit the face, and made everythin else NULL. The problem is the lighting problems this causes. Even if you don't stretch the unseen floor's texture it will still change how the players are lit in the room. Aside from the lighting issue it sounds like a nice touch that could fit in some places with minimal side effects.
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