RebelChum Posted July 28, 2013 Share Posted July 28, 2013 So, in mapping, is there a way to create an invisible surface (like a clip or caulk) that does not play any footsteps when a player walks over it? Perhaps by shadering in new material settings? Maybe a shader that's in the base game already does this? Link to comment
Pande Posted July 29, 2013 Share Posted July 29, 2013 Yep, the shader command is surfaceparm nosteps Link to comment
RebelChum Posted July 29, 2013 Author Share Posted July 29, 2013 I threw that on a random floor texture for testing and my player still makes footsteps Link to comment
Szico VII Posted July 29, 2013 Share Posted July 29, 2013 You should try nomarks. Do you mean the sound or the visual effect? Link to comment
RebelChum Posted July 29, 2013 Author Share Posted July 29, 2013 You should try nomarks. Do you mean the sound or the visual effect? The sound. Link to comment
RebelChum Posted July 30, 2013 Author Share Posted July 30, 2013 Turns out surfaceparm nosteps doesn't work. There may not be a way to pull this off in JKA. Link to comment
Tx606 Posted July 30, 2013 Share Posted July 30, 2013 You could simply make an entity like a func_static and use that as a surface -- as far as I know it won't display footsteps or make the sound on those. Link to comment
RebelChum Posted July 30, 2013 Author Share Posted July 30, 2013 You could simply make an entity like a func_static and use that as a surface -- as far as I know it won't display footsteps or make the sound on those. A func_static seems to still generate footstep sounds. Link to comment
Tx606 Posted July 30, 2013 Share Posted July 30, 2013 Make sure there are no other brushes present underneath/at the same size, entities do not generate footsteps. Link to comment
Szico VII Posted July 30, 2013 Share Posted July 30, 2013 If thats true, func_wall is probably a better option. Or perhaps something like surfaceparm forcefield? Link to comment
RebelChum Posted July 30, 2013 Author Share Posted July 30, 2013 If thats true, func_wall is probably a better option. Or perhaps something like surfaceparm forcefield? Well, the func_wall with the forcefield surfaceparm worked. However it kind of defeats the purpose of what I'm trying to pull off if a brush underneath it will generate the footsteps. Essentially what I'm attempting is to portray the effects of oxygen draining out of a room. I make it halt all ambient sounds and that but the only thing that remains is footsteps. I figured I could pull this off with an invisible door brush coming up from the ground one unit that eliminates footsteps but I suppose that won't work afterall because it just draws the surfaceparms of the brush under it! Link to comment
Tx606 Posted July 30, 2013 Share Posted July 30, 2013 I figured I could pull this off with an invisible door brush coming up from the ground one unit that eliminates footsteps but I suppose that won't work afterall because it just draws the surfaceparms of the brush under it!That sounds like it could work actually, did you try increasing the height (for testing purposes)? The surfaceparm might do the same thing but as far as I know it's not necessarily a requirement if you make it an entity. Link to comment
RebelChum Posted July 30, 2013 Author Share Posted July 30, 2013 I tried up to ten units away and it still was picking up footsteps from the lower brush. An excess of 1-2 units will make it look like your player is floating over the floor so more than ten is just ridiculous. Link to comment
Szico VII Posted July 31, 2013 Share Posted July 31, 2013 Make the real floor a func_useable that toggles off when your event occurs, and make your "fake" floor a func_useable that appears (with your nosteps/forcefield) shader (so give it "start off") See if that works.! Unless making it a func_useable stops footsteps on both... Link to comment
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