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Specular Maps?
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Cristhian
GF Skinner (Retired)


Joined: 04 Jan 2008
Posts: 2971
Location: Mexico

PostPosted: Mon Apr 19, 2010 8:20 pm    Post subject: Reply with quote

Marshall Nord wrote:
BF1942 cannot reflect the actual environment (like a soldier standing in front of the mirror). It uses pre-rendered environment maps to simulate the reflection.


We can do a "trick" in the textures: add a black shadow on the mirrow like a siluete of a man and thatīs all. Cool

EDIT: if you can add a texture in bik we can add a small movement representing the movement of the soldier... the unique problem is the people will start to say "I found a bug, a guy reflects in the mirror, a ghost! D:" Laughing But is a small detail, will add realism during a party. Wink
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sgtjake



Joined: 29 Aug 2009
Posts: 561
Location: Calgary

PostPosted: Tue Apr 20, 2010 1:20 am    Post subject: Reply with quote

could we use these for those creepy porcelain dolls that have eyes that follow you?
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Cristhian
GF Skinner (Retired)


Joined: 04 Jan 2008
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Location: Mexico

PostPosted: Tue Apr 20, 2010 9:01 pm    Post subject: Reply with quote

The reflect but using a texture? will look false but is possible. Razz
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Apache Thunder
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Joined: 23 Dec 2007
Posts: 955
Location: Levelland, Texas

PostPosted: Mon May 03, 2010 8:37 pm    Post subject: Reply with quote

Isn't that called "Environment Maps"? That's activated with the envmap command in the RS file of the mesh and the alpha in the texture determins how much envmap to add.

Specular I believe just makes things "shiny". But not in a way like envmap where that uses textures to simulate reflection. (remember it's not real reflection that's going on. It's just a 6 sided cube with textures on it to simulate reflections. Think of it as a mini skybox for meshes. Very Happy )

By the way, has any one tried making a really big plane mesh and putting it a few inches under water and adding envmap to it? I bet it could look cool if done right. Very Happy
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Cristhian
GF Skinner (Retired)


Joined: 04 Jan 2008
Posts: 2971
Location: Mexico

PostPosted: Mon May 03, 2010 10:45 pm    Post subject: Reply with quote

A shiny water? it will be a great idea! With a huge single object with a transparency of 70% with the shiny effect... wow! but I was wondered if it will affect the gameplay with lag or something like? (speciality in those maps where are islands)
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buschhans



Joined: 27 Apr 2009
Posts: 407
Location: Germany

PostPosted: Tue May 04, 2010 12:14 am    Post subject: Reply with quote

The Plane Cockpit looking pretty good, good work in design.Smile
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DevilDog [812]



Joined: 28 Apr 2009
Posts: 813
Location: United States

PostPosted: Tue May 04, 2010 12:28 am    Post subject: Reply with quote

thats the DC a-10 cockpit, i didnt make it

but it does look good Laughing
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Cristhian
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Joined: 04 Jan 2008
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PostPosted: Tue May 04, 2010 12:32 am    Post subject: Reply with quote

DevilDog [812] wrote:
thats the DC a-10 cockpit, i didnt make it

but it does look good Laughing


??? OK I lost the track of the conversation... A spam comment, I love the Blue Color! Mr. Green
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Marshall Nord
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Joined: 20 Mar 2007
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Location: Midwestland, Federation of North America

PostPosted: Tue May 04, 2010 12:39 am    Post subject: Reply with quote

Apache Thunder wrote:
By the way, has any one tried making a really big plane mesh and putting it a few inches under water and adding envmap to it? I bet it could look cool if done right. Very Happy


In Bunker Complex, I tried to put a transparent mesh below the water line to simulate the shadow of the sawmill. I couldn't get it to be visible from above the water line. The current shadow is a transparent mesh slightly above the water line.
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Cristhian
GF Skinner (Retired)


Joined: 04 Jan 2008
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Location: Mexico

PostPosted: Tue May 04, 2010 8:58 pm    Post subject: Reply with quote

And if you use a tga picture representing the shadow, and you put it "floating" in the water? maybe is possible too.
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MoronSeaman



Joined: 11 Oct 2009
Posts: 60
Location: America Biotch!

PostPosted: Sun Aug 15, 2010 7:00 am    Post subject: Reply with quote

or why cant we just fix up the water textures to make it say somewhere from 70-85% transparent, where you can see the bottom of the lake,pond,ocean, and etc.
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