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Cristhian GF Skinner (Retired)
Joined: 04 Jan 2008 Posts: 2971 Location: Mexico
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Posted: Mon Apr 19, 2010 8:20 pm Post subject: |
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| 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.
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:" But is a small detail, will add realism during a party.  |
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sgtjake

Joined: 29 Aug 2009 Posts: 561 Location: Calgary
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Posted: Tue Apr 20, 2010 1:20 am Post subject: |
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could we use these for those creepy porcelain dolls that have eyes that follow you? _________________ snipers ftw
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Cristhian GF Skinner (Retired)
Joined: 04 Jan 2008 Posts: 2971 Location: Mexico
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Posted: Tue Apr 20, 2010 9:01 pm Post subject: |
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The reflect but using a texture? will look false but is possible.  |
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Apache Thunder GF Coder

Joined: 23 Dec 2007 Posts: 955 Location: Levelland, Texas
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Posted: Mon May 03, 2010 8:37 pm Post subject: |
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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. )
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.  _________________

I have cameras in your head! |
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Cristhian GF Skinner (Retired)
Joined: 04 Jan 2008 Posts: 2971 Location: Mexico
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Posted: Mon May 03, 2010 10:45 pm Post subject: |
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| 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
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Posted: Tue May 04, 2010 12:14 am Post subject: |
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The Plane Cockpit looking pretty good, good work in design. _________________ Release of DC Global Front 0.2B on 16.07.2010. Yeha! |
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DevilDog [812]

Joined: 28 Apr 2009 Posts: 813 Location: United States
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Posted: Tue May 04, 2010 12:28 am Post subject: |
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thats the DC a-10 cockpit, i didnt make it
but it does look good  _________________
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Cristhian GF Skinner (Retired)
Joined: 04 Jan 2008 Posts: 2971 Location: Mexico
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Posted: Tue May 04, 2010 12:32 am Post subject: |
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| DevilDog [812] wrote: | thats the DC a-10 cockpit, i didnt make it
but it does look good  |
??? OK I lost the track of the conversation... A spam comment, I love the Blue Color!  |
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Marshall Nord GF Dev Leader

Joined: 20 Mar 2007 Posts: 2646 Location: Midwestland, Federation of North America
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Posted: Tue May 04, 2010 12:39 am Post subject: |
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| 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.  |
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. _________________ Edison spoke of invention as being 10% inspiration and 90% perspiration. |
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Cristhian GF Skinner (Retired)
Joined: 04 Jan 2008 Posts: 2971 Location: Mexico
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Posted: Tue May 04, 2010 8:58 pm Post subject: |
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| 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!
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Posted: Sun Aug 15, 2010 7:00 am Post subject: |
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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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