View Full Version : Reflective floors/other surfaces
12-04-2002, 10:10 PM
Hi! I was wondering how to make a surface reflective, like was done on the Duel map 'Hangar Bay 72'. If someone has a quick tutorial, I would much appreciate it!
12-05-2002, 01:25 AM
In the "Doing Tutorials" section it's the next to last one
12-05-2002, 05:05 PM
awesome, thanks a bunch! =)
12-05-2002, 08:32 PM
any help on creating custom shaders? I've been modifying the shader it says to use in the tutorial, trying to use my custom texture to have the floor look like it, but I'm having a few problems... =)
What I'm trying to create is the look for the Kamino Cloning facilitiy hallway that overlooks the cloning facilities... the lighter part needs to be less reflective, and the darker part more... here is the text I have in the shader
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
blendFunc GL_DST_COLOR GL_SRC_COLOR
blendFunc GL_ONE GL_ONE
rgbGen const ( 0.200000 0.200000 0.200000 )
is there something I need to do with a lightmap or something?
12-06-2002, 11:00 AM
Hey Skwirrley6, I also signed up for texture artist at AOTCTC. I'm kind of busy lateley so i haven't checked the forums yet.
Anyway, mirror floors are easy to do, but the mapper needs to help. You have to put an misc_portal_surface entity near the reflecting surface for it to actually mirror something. But keep in mind that the floor will really draw a mirror of the room surrounding it. Which means the Tri count will be double the amount of a non mirrored room.
Anyway, the shader code looks ok, but i can't really tell anything without the actual picture files you are using.
If you contact me at email@example.com(MSN and/or Mail) i'll send you the mirror shader code i made for DoTF v2(but never released). It should still work with the map and it looks exactly like what you're trying to accomplish here.
12-07-2002, 12:37 PM
The floor in Raven's demo is so much better than the one in the Duel Hanger Bay. Why is this? The one in the Duel looks cloudy and the one in the demo is pretty clear.
12-07-2002, 03:56 PM
That's because the SP engine handles the shader a bit better. It's the same one, but it just looks better in the SP engine.
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