Ice instead of normal ground?
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Ice instead of normal ground?
You know how on Halo 1, on the map Sidewinder, there's ice,and you drive on it or walk on it, and you slide? Is there a way to make it so when I walk on the dirt on Zanzibar, you slide when you stop walking? I know I can lower the traction of a vehicle to make it slide, but what if I only want it to slide on the dirt? I need this for my Zanzibar mod, which is supposed to be kind of like antarctica, I need to make the dirt ice instead of dirt. Also, is there a way to make the ice reflect what's on it or something similar to that?
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- CaptainPoopface
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I'm doing something like this for an upcoming mod of mine. There are probably multiple ways to do it. The drawback of my method is that it makes all the surfaces on the BSP slippery, so you could not do it for just the dirt.
I'll explain how when I release the mod (a few more days maybe).
I'll explain how when I release the mod (a few more days maybe).
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.
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- snakejknight
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- bumlove
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I am working on Bsp surface material responses right now, I haven't tested if that includes ice being slippery, some testing to do but extract this and paste it in the correct place in the Sbsp.ent
then try turning surfaces like sand to ice, I'm not sure it will work in that way (sliding and what have you) I'll test myself but this saves you waiting
Code: Select all
<struct name="Collision Materials" offset="28" visible="True" size="20" label="">
<tag name="Unused" offset="0" visible="True" />
<id name="Unused" offset="4" visible="True" />
<enum16 name="Material Foot Identity" offset="8" visable="True">
<option value="-1" name="No Material" />
<option value="0" name="default_material" />
<option value="1" name="liquid" />
<option value="2" name="liquid_thin" />
<option value="3" name="liquid_thin_shallow?" />
<option value="6" name="soft" />
<option value="7" name="soft_organic" />
<option value="8" name="soft_organic_flesh" />
<option value="9" name="soft_organic_flesh_human" />
<option value="10" name="soft_organic_flesh_elite" />
<option value="11" name="soft_organic_flesh_grunt" />
<option value="12" name="soft_organic_flesh_jackal" />
<option value="13" name="soft_organic_flesh_hunter" />
<option value="14" name="soft_organic_flesh_prophet" />
<option value="15" name="soft_organic_flesh_bugger" />
<option value="17" name="soft_organic_plant" />
<option value="18" name="soft_organic_plant_leafy" />
<option value="20" name="soft_organic_plant_grassy" />
<option value="21" name="soft_inorganic" />
<option value="22" name="soft_inorganic_vinyl" />
<option value="25" name="soft_terrain" />
<option value="26" name="soft_terrain_snow" />
<option value="27" name="tough" />
<option value="28" name="tough_organic" />
<option value="29" name="tough_organic_flesh" />
<option value="30" name="tough_organic_flesh_bugger" />
<option value="31" name="tough_organic_flesh_brute" />
<option value="33" name="tough_inorganic" />
<option value="34" name="tough_inorganic_armor" />
<option value="36" name="tough_inorganic_rubber" />
<option value="39" name="tough_inorganic_plastic" />
<option value="42" name="tough_floodflesh" />
<option value="44" name="tough_floodflesh_carrierform" />
<option value="45" name="tough_floodflesh_infectionform" />
<option value="46" name="tough_organic_wood" />
<option value="47" name="tough_terrain" />
<option value="48" name="tough_terrain_dirt" />
<option value="49" name="tough_terrain_grass" />
<option value="50" name="tough_terrain_mud" />
<option value="51" name="tough_terrain_gravel" />
<option value="52" name="tough_terrain_sand" />
<option value="53" name="hard" />
<option value="54" name="hard_metal_thin" />
<option value="55" name="hard_metal_thin_hum" />
<option value="56" name="hard_metal_thin_hum_masterchief" />
<option value="60" name="hard_metal_thin_hum_military" />
<option value="61" name="hard_metal_thin_cov_grunt" />
<option value="62" name="hard_metal_thin_cov_hereticleader" />
<option value="63" name="hard_metal_thin_cov_elite" />
<option value="66" name="hard_metal_thin_urban_garage_door" />
<option value="67" name="hard_metal_thin_for_sentinel" />
<option value="68" name="hard_metal_thin_for_monitor" />
<option value="69" name="hard_metal_thick" />
<option value="70" name="hard_metal_thick_hum" />
<option value="72" name="hard_metal_thick_hum_warthog" />
<option value="75" name="hard_metal_thick_hum_chassis" />
<option value="76" name="hard_metal_thick_cov" />
<option value="77" name="hard_metal_thick_cov_hunter" />
<option value="78" name="hard_metal_thick_cov_ghost" />
<option value="79" name="hard_metal_thick_cov_shadow" />
<option value="82" name="hard_metal_thick_cov_banshee" />
<option value="83" name="hard_metal_thick_cov_creep" />
<option value="84" name="hard_metal_thick_cov_wraith" />
<option value="86" name="hard_metal_for_industrial" />
<option value="89" name="hard_metal_solid" />
<option value="90" name="hard_metal_solid_hum_platforms" />
<option value="91" name="hard_metal_solid_hum_scorpion" />
<option value="94" name="hard_metal_solid_cov_high_charity_black?" />
<option value="95" name="hard_metal_solid_cov_hunter" />
<option value="96" name="hard_metal_solid_cov_wraith" />
<option value="97" name="hard_metal_solid_cov_creep" />
<option value="98" name="hard_metal_solid_for_lights?" />
<option value="99" name="hard_metal_solid_for_lights_again?" />
<option value="100" name="hard_terrain" />
<option value="101" name="hard_terrain_ice" />
<option value="102" name="hard_terrain_stone" />
<option value="103" name="hard_terrain_stone_rough" />
<option value="104" name="hard_terrain_concrete" />
<option value="105" name="hard_floodflesh" />
<option value="106" name="brittle" />
<option value="107" name="brittle_glass" />
<option value="112" name="brittle_glass_for_unbreakable" />
<option value="114" name="brittle_glass_unknown" />
<option value="115" name="brittle_elec" />
<option value="116" name="brittle_elec_hum" />
<option value="117" name="brittle_elec_cov" />
<option value="126" name="brittle_elec_for" />
<option value="128" name="brittle_mech" />
<option value="135" name="brittle_mech_cov" />
<option value="137" name="brittle_explosive" />
<option value="144" name="energy" />
<option value="145" name="energy_shield_thin" />
<option value="146" name="energy_shield_thin_hum" />
<option value="148" name="energy_shield_thin_cov" />
<option value="149" name="energy_shield_thin_cov_elite" />
<option value="151" name="conveyors_or_somthing" />
<option value="152" name="energy_shield_thick" />
<option value="154" name="energy_shield_thick_cov" />
<option value="155" name="energy_shield_thick_cov_jackal" />
<option value="157" name="energy_holo" />
<option value="160" name="energy_something_viewscreen_santum?" />
<option value="161" name="liquid_thin_water_puddle" />
<option value="162" name="liquid_thin_water_shallow" />
<option value="163" name="liquid_thin_water_shallow_wet?" />
<option value="164" name="liquid_duno_water_beach_bottomless?" />
<option value="167" name="hard_metal_thin_hum_grating" />
<option value="169" name="invisible_wall" />
<option value="170" name="tough_terrain_planter" />
<option value="171" name="tough_terrain_woodfloor" />
<option value="175" name="tough_terrain_driftwood" />
<option value="176" name="tough_terrain_carpet" />
<option value="177" name="hard_metal_thin_cov_brute" />
</enum16>
<short name="Only For Conveyors?" offset="10" visible="True" />
<tag name="Shader True Only For Unskinned" offset="12" visible="True" />
<id name="Shader True Only For Unskinned" offset="16" visible="True" />
</struct>
never underestimate the predictability of stupidity
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Hey, guys, I have the solution (sort of, not completely lol)! The latest Entity vehi plugin has a ground friction box, I lowered that from .85 to .37 on coag (to test) and it slides very well! Although, it's on all surfaces lol hey bumlove, I assume that's... a piece of an entity plugin? lol where might I put that? I mean, where in the plugin might I insert that once I open it with notepad, etc. to edit?
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Okay, well I guess I'll try that out, and see what happens =P
EDIT: Hey bumlove, I'm definitely gonna use this lol it changes sounds and everything, but no sliding when you walk on the ice, etc. Still pretty awesome! I like the sound of the frag grenade bouncing on the ice lol I like the mud, too, it sounds like real mud =P just in case, bumlove, you made that, right? I don't wanna give credit to the wrong person lol just makin sure =P
EDIT: Hey bumlove, I'm definitely gonna use this lol it changes sounds and everything, but no sliding when you walk on the ice, etc. Still pretty awesome! I like the sound of the frag grenade bouncing on the ice lol I like the mud, too, it sounds like real mud =P just in case, bumlove, you made that, right? I don't wanna give credit to the wrong person lol just makin sure =P
- bumlove
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yeah its my work and findings, but real credit belongs to demonicsandwich and xzodia, thats my first ever bit of plugin work and their previous work and some advice helped me, I'm very close to figuring out individual surfaces (not large groups of) and now I know that something else makes a surface slidey I'll look for that too
never underestimate the predictability of stupidity
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Okay, I see. When I finally finish a mod using this, bumlove, I'll make sure to put exactly this in the credits: "bumlove, for the piece of the SBSP plugin, and xzodia and demonicsandwich for motivating bumlove" lol oh, btw, bumlove, switching the ground material with ice didn't make it slippery for bipeds, and I didn't notice any change in how the warthog handles (even with 14% ground friction lol), but I did notice this: if you take the ghost or spectre and drive it up the side of the mountain behind blue base, and get out, it will SLIDE tremendously! lol it's fun to play with =P
I'm sad to say this, guys, but the mod for Zanzibar has to stop, for one very good reason: the scenery, such as concrete chunks, trees, and rocks, can not be removed! Antarctica doesn't have random rocks and trees and chunks of concrete stickin up outta the ground lol so I have to move on to a different map, and hopefully keep the same theme: ice lol but I could to somethin else, if anyone has any suggestions, please, feel free to PM me your ideas
I'm sad to say this, guys, but the mod for Zanzibar has to stop, for one very good reason: the scenery, such as concrete chunks, trees, and rocks, can not be removed! Antarctica doesn't have random rocks and trees and chunks of concrete stickin up outta the ground lol so I have to move on to a different map, and hopefully keep the same theme: ice lol but I could to somethin else, if anyone has any suggestions, please, feel free to PM me your ideas
- Aumaan Anubis
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You can try placing a large mach over them. Then skin it so that it looks like a huge block of ice.Ar7ific1al wrote:Antarctica doesn't have random rocks and trees and chunks of concrete stickin up outta the ground lol so I have to move on to a different map, and hopefully keep the same theme: ice lol but I could to somethin else, if anyone has any suggestions, please, feel free to PM me your ideas
I'm pretty sure that Antarctica has ice...

It is expected, and demanded.Tural wrote:MrMurder, we're going to hold you to that promise.
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lmao of course it does! =P lol I don't really know what you mean, "place OVER them" lol sorry =P but I kinda mean ideas for other maps? =P I had one, for Sanctuary, though... make it look like a ravaged battle field lol but I'd need extreme help with that mod... especially in the skinning area of expertise =P Anubis, if you're a decent modder, you could help me lol I could use some help -.-
- NotZachary82
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That's the thing, you see. lol I'm not at all good at making models, I wouldn't even know where to start =P and uhh I ask for help, no one offers to join the project, so from the looks of it I'm on my own for the projects I come up with lol I've sent a message to Turk, cuz my friend knows Turk and worked pretty closely with him there for a long time, so I just gotta wait and see if he replies, one of these days... lol I'll say this again: if ANYONE would like to join me in my modding project, PLEASE PM ME lol