Shiny, reflective

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Shiny, reflective

Postby Clueless Newbie » Fri May 23, 2008 8:00 am

How does one make reflective effects on surfaces like the glass wall in ngstation and the black slabs under the flags in moonstone?
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Postby esteel » Fri May 23, 2008 9:52 am

Iirc its environment mapping from a shader. Take a look at the glass texture and shader in warfare..
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Postby Clueless Newbie » Fri May 23, 2008 10:46 am

esteel wrote:Iirc its environment mapping from a shader. Take a look at the glass texture and shader in warfare..

Ok... not sure what I'm looking for. I found the places that have transparent and shiny glass, but what I found were three brushes using nodraw, playerclip, and weaponclip textures.

?
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Postby esteel » Fri May 23, 2008 12:01 pm

You need a shader similar to this one:
textures/dsi/dsiglass
{
qer_editorimage textures/dsi/dsiglass2.tga
surfaceparm trans
cull disable
qer_trans 0.5

{
map textures/dsi/dsiglass2.tga
blendfunc add
//rgbGen vertex
tcgen environment
tcmod scale 4 4
}
}


.. i guess if i were more into mapping i could help more..
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Postby Clueless Newbie » Mon May 26, 2008 2:40 pm

esteel wrote:You need a shader similar to this one:
textures/dsi/dsiglass
{
qer_editorimage textures/dsi/dsiglass2.tga
surfaceparm trans
cull disable
qer_trans 0.5

{
map textures/dsi/dsiglass2.tga
blendfunc add
//rgbGen vertex
tcgen environment
tcmod scale 4 4
}
}


.. i guess if i were more into mapping i could help more..


I haven't gotten around to trying this yet, but... wouldn't the above (judging by the nature of dsiglass2.tga) only give me a shiny transparent surface? What I would like to do is have that gloss effect on an opaque surface.
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Postby Rad Ished » Mon May 26, 2008 8:05 pm

This texture caught my eye too, so I decompiled the .bsp and found this:

textures/moonstone/marmor-1
{
qer_editorimage textures/moonstone/marmor-boden1.tga
surfaceparm metalsteps
{
map textures/moonstone/tinfx_scr.tga
tcGen environment
blendFunc GL_ONE GL_ZERO
rgbGen identity
}
{
map textures/moonstone/marmor-boden1.tga
blendFunc blend
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}



To see the textures involved look in the pk3 :D
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Postby Clueless Newbie » Tue May 27, 2008 11:21 am

Rad Ished wrote:This texture caught my eye too, so I decompiled the .bsp and found this:

textures/moonstone/marmor-1
{
qer_editorimage textures/moonstone/marmor-boden1.tga
surfaceparm metalsteps
{
map textures/moonstone/tinfx_scr.tga
tcGen environment
blendFunc GL_ONE GL_ZERO
rgbGen identity
}
{
map textures/moonstone/marmor-boden1.tga
blendFunc blend
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}



To see the textures involved look in the pk3 :D


I've tried that now, and it does part of what I want. However, if you look at the quoted code you'll see references to three textures; marmor-1, marmor-boden1, and tinfx_scr. But only one of them show up in the game (not sure which), and only as the reflection. It seems to me the code above isn't working the way it should. I think it's supposed to be shiny marble with reflections, and not the shiny black slab we see in the game.

And that's what I get in my level as well; the reflection texture completely clobbers the main texture. I'll have to look at some other maps for examples of shiny, reflective textures that also have bumpmaps, glowmaps, and so on. Know of any maps with these effects?

(also interested in maps with rotating textures that also have bumpmaps etc)
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