Reflective terrain?
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Marth8880
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Reflective terrain?
How would I go about making my terrain reflective looking, or moreover glossy like ice?
- yuke5
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Re: Reflective terrain?
The way i can think of off the top of my head would be to make an ice prop and use the mesh tool repsharpshooter invented to make it shiny. I am not the best skinner, or terribly good with GIMP, but to my knowledge there is no real way to make it shiny. The thing that I think might help would be to check out those globes that the statues hold on naboo. I don't know whether it's reflective due to the texture or odf/msh. I'll check it out later and tell you what I find. Like I said though, I'm not the best modder/skinner/modeler out there.
EDIT: Darth D.U.C.K. figured it out. Nevermind. Wow, it's actually that simple. I feel kinda silly.
EDIT: Darth D.U.C.K. figured it out. Nevermind. Wow, it's actually that simple. I feel kinda silly.
Last edited by yuke5 on Mon Sep 12, 2011 6:53 am, edited 1 time in total.
- DarthD.U.C.K.
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Re: Reflective terrain?
these three things - reflection like the hangarfloors, gloss like deathstarhallways or environmentmap like the naboofountainball - can only be achieved through edit flags. reflection also requires a region in ze, and therefore you cant have these effects on the terrain. the reflection requires a transparent floortexture and i dont think terrain supports transparency.
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THEWULFMAN
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Re: Reflective terrain?
DarthD.U.C.K. wrote:i dont think terrain supports transparency.
Not ingame, terrain does support transparency in ZeroEditor. Which could lead one to believe it works ingame, but I assure you from personal experiments it does not.
- keenmike
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Re: Reflective terrain?
Is this solved?yuke5 wrote:EDIT: Darth D.U.C.K. figured it out. Nevermind. Wow, it's actually that simple. I feel kinda silly.
Not flat terrain? Could your terrain be huge mesh objects created with reflective properties you seak and you position them in places to act like a continuous terrain?Marth8880 wrote:How would I go about making my terrain reflective looking, or moreover glossy like ice?
- DarthD.U.C.K.
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Re: Reflective terrain?
no, its highly impractical to use a model instead of terrain.
- keenmike
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Re: Reflective terrain?
Would you agree the terrain once complete is one huge model? Why not several odd but huge models placed in various positions to get the look he wants. It is just ideas to think about in the hopes to get what one wants.DarthD.U.C.K. wrote:no, its highly impractical to use a model instead of terrain.
- Teancum
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Re: Reflective terrain?
It's not though. The whole point of terrain-based engines is that it only renders what the parameters tell it to. If it were one huge model it would render everything all the time and the framerate would be abysmal. In regards to having lots of models you're still going to have trouble. The engine just isn't built to work that way.keenmike wrote:Would you agree the terrain once complete is one huge model?DarthD.U.C.K. wrote:no, its highly impractical to use a model instead of terrain.
- keenmike
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Re: Reflective terrain?
I understand now more every post here and why impractical. Sorry for my slow learning. Thank you all.
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Jaspo
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Re: Reflective terrain?
Aaactually,
I beg to differ in the terrain vs object argument, when it comes to gigantic maps, namely, the boonta eve classic map I'm working on. There is a catch though, the objects that serve as terrain are rather low poly and, since they form the ground of the racecourse, by no means cover the entire surface area of the map. BUT, I originally tried to use terrain on the whole thing and it absolutely killed the framerate, whereas now I have a tiny little chunk of untextured terrain and aside from that am using only models, and the framerate is much, much better. But my example is kind of extreme, the map is designed for podracers that can go something like 10 times the speed of any of the game's spacecraft, at full throttle. Kind of fun; when you crash the chunks go flying rapidly off into the wild blue yonder until/unless they hit something.
I beg to differ in the terrain vs object argument, when it comes to gigantic maps, namely, the boonta eve classic map I'm working on. There is a catch though, the objects that serve as terrain are rather low poly and, since they form the ground of the racecourse, by no means cover the entire surface area of the map. BUT, I originally tried to use terrain on the whole thing and it absolutely killed the framerate, whereas now I have a tiny little chunk of untextured terrain and aside from that am using only models, and the framerate is much, much better. But my example is kind of extreme, the map is designed for podracers that can go something like 10 times the speed of any of the game's spacecraft, at full throttle. Kind of fun; when you crash the chunks go flying rapidly off into the wild blue yonder until/unless they hit something.
