I Have thought a lot about it and found - there must be a new definition that will include terrains and decal defs. let i name it materialdef or surfinfo. first it must set a material types and textures for each of them. example:
material wood
(wdoor1, woodflor, woodbrick, etc.)
material metal
(qmetal01, metface3, metflor2..)
here we set texture names to material types.
after this we may work only with material types.
lets talk about puffs and decals. for example we have wood material, metal and stone, and we want different puffs for them. them we set it so:
puff puff1 (wood: woodpuff1, metal: metalpuff1, stone: stonepuff1, other: stonepuff1)
so here we may set different puffs for each material type/attack. here instead of puff actor name we may set attacking actor name but that is not very usefull.
and so on we may set decals here.
puff puff1 (wood: woodpuff1, wooddecal1; metal...)
That it is.
and more - we may set here step and landing sounds for actors. for example:
steps wood(lightstep sound, hardstep sound, lightland sound, hardland sound)
and after that we will need only a decorate command like a_step or a_hardstep to activate the step sound if actor is on the defined material type texture. So - does anybody needs such an advanced lump?
Advanced terrain/material def
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Re: Advanced terrain/material def
Alex-bomber_Man wrote: there must be a new definition that will include terrains and decal defs.
I doubt that very much.
Regardless, this goes way beyond the effort I'd be willing to allocate for such a feature, so I may as well outright close it.