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Reflective floor

Posted: Tue Sep 13, 2016 1:03 pm
by JimmyAngler
Could someone point me in the direction of making the floor of my map reflective like the Death Star?

Re: Reflective floor

Posted: Tue Sep 13, 2016 1:40 pm
by GAB
I'm pretty sure you need to use Reflection Regions. Check the Regions in the Editor section of the misc_documentation doc for more info on them. You can also open the Death Star map on Zero Editor to see how they implemented everything.

Re: Reflective floor

Posted: Tue Sep 13, 2016 3:46 pm
by Oceans14
I think they used a lot of textures with the reflection rendertype in the Death Star map.

Re: Reflective floor

Posted: Tue Sep 13, 2016 4:31 pm
by Anakin
I opener it once and noticed that there is a 2nd floor under the real floor. So pretty sure it's something about this

Re: Reflective floor

Posted: Tue Sep 13, 2016 8:36 pm
by Marth8880
Anakin wrote:I opener it once and noticed that there is a 2nd floor under the real floor. So pretty sure it's something about this
Yep. The whole room is basically mirrored in the mesh, and the floor texture is actually transparent. The only thing a reflection region will do is reflect dynamic entities (e.g., units, vehicles, I think ordnance too)

Re: Reflective floor

Posted: Tue Sep 13, 2016 10:22 pm
by AQT
GAB wrote:You can also open the Death Star map on Zero Editor to see how they implemented everything.
This 100%. If you know of a stock example of a concept that you would like to achieve, why would you not use it as a reference?