duki Posted February 6 Posted February 6 (edited) Enjoy. References: wiki/Dmap & spirited/floor (so basically shoutout to: @Spirited ) Preview:  floorEditorOld.mp4 Live demo: web-demo Repository: cpp-version (win32 + imgui/dx11 and basic optimizations) & web-version (three.js). Edited February 7 by duki . Quote
xFranko Posted February 7 Posted February 7 This is amazing!!! thank you! I'm curious how each region has its own colors, are they separated in the dmap file, so that's how you detect it? like what are oranges and yellows? Â Quote
duki Posted February 7 Author Posted February 7 18 hours ago, xFranko said: This is amazing!!! thank you! I'm curious how each region has its own colors, are they separated in the dmap file, so that's how you detect it? like what are oranges and yellows? Â Based on surface values, refs: [og] [cpp] [web]. This was simply to improve the visual appearance, rather than relying on the usual green and red accent colors. Quote
Cookie Posted February 8 Posted February 8 On 2/7/2026 at 11:35 AM, duki said: Based on surface values, refs: [og] [cpp] [web]. This was simply to improve the visual appearance, rather than relying on the usual green and red accent colors. The funny part is, there's almost no difference between the surface types, at least in the earlier client versions when I tested them. You really have 3: water with slashes and stuff dirt with dust when jumping/walking nothing, with... nothing Quote
theshadowpriest Posted 19 hours ago Posted 19 hours ago Is the surface type just for the feedback for the effect/splash when landing/jumping? Does it do anything else? Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.