reflection?

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VeneX
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reflection?

Post by VeneX »

How to create a second texture layer with reflection, like a kind of mirror, but you still can see the underlaying layer?
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gothikal1

texturing

Post by gothikal1 »

I'm fairly new to 3D programming but from my experiences I would say you have to texture your model with the normal texture first and then add a slightly transparent texture with a reflective map on top(after) of it. Another way that I know will work is to make anoter model, just make a copy of the original model and make it slightly bigger than the original. Put the original model inside of the new one in the engine and on the bigger model make it slightly transparent and add the reflective texture.
VeneX
Posts: 228
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Post by VeneX »

But the "reflective texture" is just an taxture with sphere mapping, I am looking for a kind of mirror....
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Unarekin
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Joined: Thu Apr 22, 2004 11:02 pm

Post by Unarekin »

VeneX wrote:But the "reflective texture" is just an taxture with sphere mapping, I am looking for a kind of mirror....
If you're wanting to reflect the environment around the object, that's not implemented.
Guest Pup

Re: Do what Q3 does

Post by Guest Pup »

There's a level editing trick for making Q3A levels, they make psuedo mirroring techniques but I'm not a mapper(but I'm thinking about it) but I've read it as how it goes:

1) You make a "Camera" in front of the texture/wall you want to have reflect(where? I don't know exactly, but around eye-level) and have it looking away from the texture/wall and isn't looking at other "portals"(ie two mirrors that are facing each other[mirroring a mirror is bad for computers i think])

2) Then make a "Portal" that connects to the camera right in front of that texture/wall and behind the camera(if you make the portal semi-transparant)

OR

2 alternative step) You can make the portal behind the texture and make the texture semi-transparant(might not work)

I hope this helps.
Guest Pup

One more thing

Post by Guest Pup »

one final note: MAKE THE CAMERA INVISIBLE TOO!

Explaination:
This makes it so whatever the camera sees is projected right behind it. So you are seeing what the camera is seeing. But you can also make it so that you can look into other places such as somewhere across the map where you might "teleport".

Just don't make two of these mirrors facing each other(I don't know about a mirror that's facing a portal with a camera in another room though). You might screw up the program by casting something infinitely and could slow/crash your computer.
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