Reflective floor

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JimmyAngler
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Reflective floor

Post by JimmyAngler »

Could someone point me in the direction of making the floor of my map reflective like the Death Star?
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GAB
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Re: Reflective floor

Post 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.
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Oceans14
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Re: Reflective floor

Post by Oceans14 »

I think they used a lot of textures with the reflection rendertype in the Death Star map.
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Anakin
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Re: Reflective floor

Post 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
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Re: Reflective floor

Post 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)
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Re: Reflective floor

Post 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?
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