I saw in a video from E3 2003 or something where they showed the ability to dynamically alter map displacements in-game. Is this still possible? Also, if it is can it be modified with gmod lua?
Yes and no.
It works visually, but the collision mesh doesn't update.
[URL]https://developer.valvesoftware.com/wiki/Env_terrainmorph[/URL]
Apparently no longer in newer versions of Source, and as stated the collisions aren't updated. It's mostly useless. If you really need something like this, your best bet are models.
EDIT: Seriously?
How about a prop dynamic with animation.
You could kindly ask garry to work on it. I thought it was possible through modding to get it to work again, though I could be wrong.
This gives me an awesome idea. To bad it doesn't work
Why was it removed, it seems like a pretty useful feature
If it still worked you could make wave shapes and texture it with a refracting texture and have awesome realistic looking water.
[QUOTE=Adzter;35135387]Why was it removed, it seems like a pretty useful feature[/QUOTE]
Because it never worked properly, and they didn't need it.
[QUOTE=NotExactly;35135502]If it still worked you could make wave shapes and texture it with a refracting texture and have awesome realistic looking water.[/QUOTE]
Or you could just make a shader and do the same thing but with more control.
[QUOTE=Legend286;35136539]Or you could just make a shader and do the same thing but with more control.[/QUOTE]
Surely that wouldn't actually move though? I guess it'd be possible with a model.
[QUOTE=NotExactly;35136712]Surely that wouldn't actually move though? I guess it'd be possible with a model.[/QUOTE]
Uh you can create a shader for displacements which will transform the vertices. Shaders already control vertex transformation (by a view matrix etc) so why wouldn't you be able to offset that?
[QUOTE=Legend286;35136847]Uh you can create a shader for displacements which will transform the vertices. Shaders already control vertex transformation (by a view matrix etc) so why wouldn't you be able to offset that?[/QUOTE]
You mean parallex or tesselation?
[QUOTE=mdeceiver79;35137044]You mean parallex or tesselation?[/QUOTE]
Neither? Just modifying the vertex positions of the input geometry.
[QUOTE=Legend286;35136847]Uh you can create a shader for displacements which will transform the vertices. Shaders already control vertex transformation (by a view matrix etc) so why wouldn't you be able to offset that?[/QUOTE]
Shit the bed, I didn't know that
But learning to make sharders sounds hard :c
[QUOTE=podthegod;35158362]But learning to make sharders sounds hard :c[/QUOTE]
Not any harder than learning C++ and fixing the dynamic displacement code.
My memory might be foggy, but don't they use this in HL2 for the antlions emerging from the ground?
[QUOTE=superadamwo;35162575]My memory might be foggy, but don't they use this in HL2 for the antlions emerging from the ground?[/QUOTE]
No they just dig out.
though, in HL1 headcrabs do it.
well, more or less.
and the moving water was pretty cool too.
Episode One: yes.
The Orange Box: no.
[QUOTE=comet1337;35162663]though, in HL1 headcrabs do it.
well, more or less.
and the moving water was pretty cool too.[/QUOTE]
that's just a matter of moving a brush up from the ground the same time as the headcrab digs out tho
What I want back is the semi-dynamic amplitude water that was in GoldSrc.
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