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Reflection from floor?

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Created 12 years ago
by mrpeanut188
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See the trailer, notice how the floor reflects and distorts the reflection, I want to make a similar type of flooring in a custom map.

How can I do this if possible?
Last Edit: May 04, 2014, 08:28:30 pm by mrpeanut188
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drago
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you cant, end of story lol.
ok just kidding xD but yeah waw engine barely knows what reflections it (i think dx9 only had water and some surface reflections based on cube probes) :/
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(i think dx9 only had water and some surface reflections based on cube probes) :/
Yeah cube probes would work I just don't know how to assign them to the texture.
In fact, I have this among others:


That's part of the direct cube-maps from the level.
Last Edit: May 04, 2014, 09:19:10 pm by mrpeanut188
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Yeah cube probes would work I just don't know how to assign them to the texture.
In fact, I have this among others:
(Image removed from quote.)

That's part of the direct cube-maps from the level.

you cant. what waw does is that it taked pictures of your map from every face of the cube and it maked the reflections based on that images. theres no further modification you make to that i think
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you cant. what waw does is that it taked pictures of your map from every face of the cube and it maked the reflections based on that images. theres no further modification you make to that i think
Yes, it uses a reflection probe. What I'm saying is I can do what the original developers did, just use one set of maps instead of having them in every room.
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You could play around with different custom textures using specular maps with varying levels of brightness. You could also add some normal map images for your textures to distort some light so it's not just a flat reflection.

I'll post a pic of some of my custom textures to see if that's what your looking for(I'm in school @ the moment and I'll post a pic or two when I return home  ;)). 





Post Merge: May 06, 2014, 05:50:01 pm
Spoiler: click to open...




^^ Is this what you're looking to have?
Last Edit: May 06, 2014, 05:50:02 pm by RonanMerriman
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^^ Is this what you're looking to have?
I know how to add normal and specular maps, I was wondering if there was a way to make a part mirror, if not the entire distortion effect but I guess not.
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as i already told you, only water can have images based reflection in dx9, all other surfaces just can have what ronanmerriman showed
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as i already told you, only water can have images based reflection in dx9, all other surfaces just can have what ronanmerriman showed
Post before that...
I know how to add normal and specular maps, I was wondering if there was a way to make a part mirror, if not the entire distortion effect but I guess not.

Why post?
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you need to add a specular map to a texture the best is watch a video on YT how to add it :)
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The engine doesn't support anything except basic reflection probe-based reflection, which is what's used when you see reflections in sniper rifle scope glass.  You could try setting up your floor specular the same way as the scopes but the floor will only reflect whatever image it gets from the nearest reflection prove - that's what the flashing screenshots of your map are for when you do a reflections compile in Launcher and it opens a mini-codwaw.
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The engine doesn't support anything except basic reflection probe-based reflection, which is what's used when you see reflections in sniper rifle scope glass.  You could try setting up your floor specular the same way as the scopes but the floor will only reflect whatever image it gets from the nearest reflection prove - that's what the flashing screenshots of your map are for when you do a reflections compile in Launcher and it opens a mini-codwaw.
Treminaor, this is EXACTLY what I've been wanting to do, I know it would use the cubemaps from the reflection probes, but I don't know how to set that up.
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Treminaor, this is EXACTLY what I've been wanting to do, I know it would use the cubemaps from the reflection probes, but I don't know how to set that up.
Use iwi2dds.exe on the specular map iwi of any sniper scope from cod4 (cod5 snipers didnt even reflect afaik, lazy devs) and look at the alpha channel of the exported dds to see the cosine map. The RGB channel of it is the specular color map.
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Use iwi2dds.exe on the specular map iwi of any sniper scope from cod4 (cod5 snipers didnt even reflect afaik, lazy devs) and look at the alpha channel of the exported dds to see the cosine map. The RGB channel of it is the specular color map.
Aandd I don't own CoD4.
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Aandd I don't own CoD4.
I just took a look at them - the spec color map is nearly pure white with some dirt on it and the spec cosine map is pure white. So if doing that to your texture doesn't achieve the effect then it appears that the magic is all in Asset Manager settings. Definitely crank up the Env Mapping as much as possible for all 3 boxes.

 
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