Skwirrley6 Posted December 5, 2002 Share Posted December 5, 2002 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! Link to comment Share on other sites More sharing options...
DISorder Posted December 5, 2002 Share Posted December 5, 2002 http://mapping.jediknightii.net/tutorials.htm In the "Doing Tutorials" section it's the next to last one Link to comment Share on other sites More sharing options...
Skwirrley6 Posted December 5, 2002 Author Share Posted December 5, 2002 awesome, thanks a bunch! =) Link to comment Share on other sites More sharing options...
Skwirrley6 Posted December 6, 2002 Author Share Posted December 6, 2002 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 textures/kamino/mirfloor { qer_editorimage textures/tests/qer_mirror.tga surfaceparm forcefield portal q3map_nolightmap { map textures/tests/qer_mirror2b blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite } { map textures/kamino/kaminohallfloor blendFunc GL_DST_COLOR GL_SRC_COLOR } { map textures/kejim/env_newfloor_kej blendFunc GL_ONE GL_ONE rgbGen const ( 0.200000 0.200000 0.200000 ) tcGen environment } } is there something I need to do with a lightmap or something? Link to comment Share on other sites More sharing options...
WhiteShdw Posted December 6, 2002 Share Posted December 6, 2002 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 kal_el23@hotmail.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. Link to comment Share on other sites More sharing options...
War Master Posted December 7, 2002 Share Posted December 7, 2002 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. Link to comment Share on other sites More sharing options...
WhiteShdw Posted December 7, 2002 Share Posted December 7, 2002 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. Link to comment Share on other sites More sharing options...
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