How can I get this to work?
Transparency / reflection not working right
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- Marvel4
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AQT
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Re: Transparency / reflection not working right
Try placing omni-directional lights in the indoor areas with Cast Shadows set to No.
- Marvel4
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Re: Transparency / reflection not working right
That didn't work... 
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AQT
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Re: Transparency / reflection not working right
Okay, so I just opened up SWBF1 Kamino in ZE and noticed that the Shadow Regions don't have any values assigned to them. That could be the problem. Can you confirm this?
- Marvel4
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Re: Transparency / reflection not working right
Yes, it was like that at the beginning, but I changed the values and it didn't seem to change anything. And if I remember correctly, I even removed the shadow regions and had no luck.
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AQT
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Re: Transparency / reflection not working right
Hmm, I'm not sure what's going on here. Maybe it's not supposed to work? I mean take a look at stock SWBF2 Kamino, the floors are no longer reflective. Sorry, I'm just out of ideas.
- Marvel4
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Re: Transparency / reflection not working right
Well, it worked in BF1, and there are maps in BF2 where it works, too, like Death Star or Tantive IV.
I just don't get it why it works perfectly with shadows on low...
I just don't get it why it works perfectly with shadows on low...
- Jendo7
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Re: Transparency / reflection not working right
What if you copy the lighting system from Tantive IV. It might work.
- Marvel4
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Re: Transparency / reflection not working right
Good idea, but it didn't work. 
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CressAlbane
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Re: Transparency / reflection not working right
Tantive 4 looks like that because there is a "other floor" beneath the floor that looks like a reflection.
But I think you need some lighting stuff too.
But I think you need some lighting stuff too.
Last edited by CressAlbane on Fri Jul 30, 2010 3:07 pm, edited 1 time in total.
- Maveritchell
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Re: Transparency / reflection not working right
I don't know how this map is set up in ZE, and I don't know if the models themselves are necessarily using a reflection render flag or a transparency render flag. What you may want to try is simply changing any reflection render flags to transparency render flags (in the .msh itself) and then setting up a reflection region in ZE (if this is not already how it's set up).
- Marvel4
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Re: Transparency / reflection not working right
Yes, the floor is using a transparency flag, but it doesn't work except when shadows are set to low.
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AQT
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Re: Transparency / reflection not working right
Try adding this line to the .msh.option file:
If that doesn't work, there might be one more last thing I'll look into.
Code: Select all
-noprojectionlights- Marvel4
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Re: Transparency / reflection not working right
Didn't work either. 
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AQT
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Re: Transparency / reflection not working right
Eek, alright, here's my last idea: I noticed that the transparency setting on the Death Star hangar floor is 88 fifth place after ATRB. I'm assuming this value enables both specular and double sided transparency. The setting for all instances of transparency found in the kam_bldg_mushplatform_interior MSH is 04, or single sided transparency. Try changing all the 04 values (fifth place after ATRB) to 08s to see if it makes a difference.
- Marvel4
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Re: Transparency / reflection not working right
Umm, something very strange happened... now the complete interior is invisible and I can go through the walls 
EDIT: I don't know what I did wrong, but now its back to normal, but still not working.
EDIT: I don't know what I did wrong, but now its back to normal, but still not working.
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AQT
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Re: Transparency / reflection not working right
Well that's all the possible solutions I can think of. If nothing else comes up I guess you can just turn off the transparency completely or leave everything as it is.
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FragMe!
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Re: Transparency / reflection not working right
The big difference between BF1 Kamino and the Death Star is the Death Star has the reflected walls underneath the Kamino buildings do not. The Convopack does the same thing to the reflected floors as what you described.
I think it because Kamino is relying solely on refections regions (BF2 Kamino BTW doesn't have any) and some how hires shadow in the game engine overide the reflection regions.
Just looked again and the reflection is still there on hires shadows, look at a CP, unit or health droid and you can see the relections. Think once again it is a shadow being generated for the walls or ceiling that is killing the other reflection.
I think it because Kamino is relying solely on refections regions (BF2 Kamino BTW doesn't have any) and some how hires shadow in the game engine overide the reflection regions.
Just looked again and the reflection is still there on hires shadows, look at a CP, unit or health droid and you can see the relections. Think once again it is a shadow being generated for the walls or ceiling that is killing the other reflection.
- Marvel4
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Re: Transparency / reflection not working right
No, in BF1 Kamino there are also walls under the floor, the problem is, the floor is not transparent when shadows are set to high.
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FragMe!
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Re: Transparency / reflection not working right
Dang you're right must have clicked way too many little box things on 3dunwrap.
The model bit within kam_bldg_mushplatform_interior.msh for the floor is called reflective_floor (imagine that) if it helps.
Also doing a comparison between death star corridor and the mushroom for the reflective_floor part the only difference I can see is MNDX that appear just before reflective_floor on both models the death star is 0400 0000 0200 0000 while the kamino one is 0400 0000 0100 0000
The model bit within kam_bldg_mushplatform_interior.msh for the floor is called reflective_floor (imagine that) if it helps.
Also doing a comparison between death star corridor and the mushroom for the reflective_floor part the only difference I can see is MNDX that appear just before reflective_floor on both models the death star is 0400 0000 0200 0000 while the kamino one is 0400 0000 0100 0000
