crazylegs1138 Posted June 16, 2002 Share Posted June 16, 2002 I am working on a recreation of the Clone Facilities from AOTC, and I realised even before I began working on it that i didnt know how to make reflective white floors. I think I will be able to make the textures in photoshop, but i am clueless about making the floor reflective. I'm wondering if I could also make a window slightly reflective. I am also wondering how i could tackle the clone chambers that will be outside one of the tunnels I am making. I thought that maybe I could ask someone to make a single pic of the clone cylinders and I could apply it to a brush just outside the tunnel, or if I should create it all in gtkradient. Any help would be greatly appreciated:D Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 16, 2002 Share Posted June 16, 2002 A pic would look stupid, you'd have to go all the way... Oo-oo Ootini! Link to comment Share on other sites More sharing options...
OvRDoZ Posted June 16, 2002 Share Posted June 16, 2002 I have no idea how they do it in JK2 but a long time ago I made a quake 2 map and just made unbreakable see-through-glass and made an exact copy of the map, just upside down, under it. but in JK2 I'm sure theres an easier way, and plus it shows model reflections too, it didnt do that in quake2 =P Link to comment Share on other sites More sharing options...
Tigris Posted June 16, 2002 Share Posted June 16, 2002 Send me your email and I'll send you over a nice shader- for an example of it look here: http://www.durahcell.de/ageofsith/lims01.jpg Link to comment Share on other sites More sharing options...
Graphicsgod Posted June 16, 2002 Share Posted June 16, 2002 DAMN I'll take that shader!! graphicsgod2@hotmail.com Much better than the one I created when the tools first got released!! http://www.angelfire.com/amiga/ggodstuff/index.html Sorry for the por shot, but I just grabbed it out of my level shots file and uploaded it . Link to comment Share on other sites More sharing options...
crazylegs1138 Posted June 17, 2002 Author Share Posted June 17, 2002 Please send it to crazylegs1138@hotmail.com . I might have to edit the shader to make it go with a white texture, but that shouldn't be a big deal. Link to comment Share on other sites More sharing options...
Master Shawn Posted June 17, 2002 Share Posted June 17, 2002 Dude, send me that shader also plz, I need it for Imperial Refueling Station 3.0, ill make the hangar floors reflective and more authentic. shawn21_logic@hotmail.com -[JO]Masterr Shawn Kenobi Link to comment Share on other sites More sharing options...
mcowart Posted June 17, 2002 Share Posted June 17, 2002 Could you send me the shader as well? cutefuzzysquirrel@yahoo.com I could use it to make reflective marble in my hyrule castle map. Thanks! Link to comment Share on other sites More sharing options...
Tigris Posted June 17, 2002 Share Posted June 17, 2002 Ok, I uploaded it- It really is only a custom version of the normal mirror-texture. You can get it here: http://www.durahcell.de/JK2Preview/lims-shaders.zip Just add limbonik.shader to your shaderlist.txt and there you'll go Link to comment Share on other sites More sharing options...
crazylegs1138 Posted June 17, 2002 Author Share Posted June 17, 2002 When i try it, it comes up as a white cross, no reflection. Blaster fire is also reflected off it. I probably did it wrong. I pick khar_shian from the texture menu right? Then I apply one of those two textures to the floor. That's what I did but it didn't work. Link to comment Share on other sites More sharing options...
mcowart Posted June 17, 2002 Share Posted June 17, 2002 Ok, I uploaded it- It really is only a custom version of the normal mirror-texture. You can get it here: http://www.durahcell.de/JK2Preview/lims-shaders.zip Just add limbonik.shader to your shaderlist.txt and there you'll go I got it, but in game, it looks nothing like your screenshot. It's shiny, but I get no reflections with it (structural or entity). Do you have to do anything special with it? Lighting. or such? Link to comment Share on other sites More sharing options...
Adarin Posted June 17, 2002 Share Posted June 17, 2002 Put a misc_portal_surface entity less then 64(Or was it 68?) units above the reflective surface and it should be reflective. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 17, 2002 Share Posted June 17, 2002 It's 64... Mesa stupid! Link to comment Share on other sites More sharing options...
mcowart Posted June 17, 2002 Share Posted June 17, 2002 ok, that worked nicely. Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.