Reflections ?
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- Lozza
- Lieutenant Colonel

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Reflections ?
Can you add reflections of the world to stormtrooper models or something, can't you go into the tga option for stormtrooper.tga, and right REFLECTION - map - cheesecake, random code writing ?
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AQT
- Gametoast Staff

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Re: Reflections ?
Yes, use a hex editor (http://www.gametoast.com/forums/viewtop ... 20#p279620).Imperial Modder wrote:Can you add reflections of the world to stormtrooper models or something
- Lozza
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Re: Reflections ?
Ok.... I don't understand a single thing of what AceMastermind wrote, do I need to download hex edit or something, cause i used to have hex edit, but all I did when I put a model into it it just came up with a bunch of random symbols and stuff ?AQT wrote:Yes, use a hex editor (http://www.gametoast.com/forums/viewtop ... 20#p279620).Imperial Modder wrote:Can you add reflections of the world to stormtrooper models or something
- sim-al2
- 2nd Lieutenant

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- Projects :: Mapping on occasion
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Re: Reflections ?
Hidden/Spoiler:
Last edited by sim-al2 on Sat Jun 26, 2010 2:16 am, edited 2 times in total.
- DarthD.U.C.K.
- Master of the Force

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Re: Reflections ?
alright, to clear some things up:
you can apply an "environmentmap" to models, thats a cubemap you can skin however you want (look into the naboo worldassets for examples), reflecting the actualy real-time envirnoment isnt possible
to apply the environmentmapshader, use repsharpshooters Meshtool, it can do that for you automatically.
if you would want to hexedit the shader on the model manually, its prety difficult when you dont have hex-editing knowledge because you have to insert another TEX (if i remember correctly)-slot in the model in order to reference the cubemap/environment texture
i hope i could help
you can apply an "environmentmap" to models, thats a cubemap you can skin however you want (look into the naboo worldassets for examples), reflecting the actualy real-time envirnoment isnt possible
to apply the environmentmapshader, use repsharpshooters Meshtool, it can do that for you automatically.
if you would want to hexedit the shader on the model manually, its prety difficult when you dont have hex-editing knowledge because you have to insert another TEX (if i remember correctly)-slot in the model in order to reference the cubemap/environment texture
i hope i could help
- Lozza
- Lieutenant Colonel

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Re: Reflections ?
Ok thanks Darthduck, is a cube map only visible by light, or is it just a retexture for that part of the model? Is battlefront 2 phonged?DarthD.U.C.K. wrote:alright, to clear some things up:
you can apply an "environmentmap" to models, thats a cubemap you can skin however you want (look into the naboo worldassets for examples), reflecting the actualy real-time envirnoment isnt possible
to apply the environmentmapshader, use repsharpshooters Meshtool, it can do that for you automatically.
if you would want to hexedit the shader on the model manually, its prety difficult when you dont have hex-editing knowledge because you have to insert another TEX (if i remember correctly)-slot in the model in order to reference the cubemap/environment texture
i hope i could help
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Reflections ?
battlefront uses the phong shader i think,yes
the cubemap is no real new texturprojection, depending on the vantage point of the player the "environment"(=cubemap) is being projected on the envmapped model(-part).
on naboo the fountainballs reflect the cubemap with a 100% opacity, on the rebelsnipers helmet however the opacity seems to be much lower
the cubemap is no real new texturprojection, depending on the vantage point of the player the "environment"(=cubemap) is being projected on the envmapped model(-part).
on naboo the fountainballs reflect the cubemap with a 100% opacity, on the rebelsnipers helmet however the opacity seems to be much lower
