Realistic Reflective Floor

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Re: Realistic Reflective Floor

Postby Remonttimies on Fri Apr 25, 2008 11:51 am

It cannot be placed on walls, because it is water and water in Source engine must be placed horizontaly. But in the new Orange Box Source engine you can use func_reflective_glass that gives you the same effect and it can be placed on walls.
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Re: Realistic Reflective Floor

Postby CorporalAris on Tue Apr 29, 2008 3:35 am

Does anyone know why? I am making a mod and want it to appeal to ANYONE, not just people with OB engine.
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Re: Realistic Reflective Floor

Postby Mr. Happy on Tue Apr 29, 2008 5:08 am

func_reflective_glass didn't exist before OB. Water can only be on the horizontal. Why? Not completely sure, but that just that.

You can sure code your own shader. But here's the thing, I do believe that anyone, even people wihtout OB, can download the files required to play OB mod's so long as they own a source engine game. Not sure on that tho.
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Re: Realistic Reflective Floor

Postby Assigir on Tue Apr 29, 2008 6:07 am

I have seen reflective(like mirror style) vertical walls in the ep1 engine so its possible
I think i saw it on editlife but im not sure
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Re: Realistic Reflective Floor

Postby -8-DEAMON-8- on Fri Jun 06, 2008 8:02 pm

Hello?
1. Im trying to make a bardisk with bottles and mirrors behind as it usualy in bardisks. Why cant we place this on the wall?

2. How to get that texture to my hammer-map?
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Re: Realistic Reflective Floor

Postby MayheM on Fri Jun 06, 2008 9:06 pm

You could do that with a reflective texture with 100% reflective env mask and then use a cubemap and bump up the resolution of the cubemap to 256x256. When you run cubmaps in game it will reflect everything but players. That is how I would do it at least.
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Re: Realistic Reflective Floor

Postby paddywagon on Sat Jun 07, 2008 11:46 am

Just wondering... the VMT and VTF files provided in your zip. folder.. Would I need to make any changes after its downloaded for it to work in Hammer?? Sorry I'm a bit new to this...

Thanks!!
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Re: Realistic Reflective Floor

Postby punky on Sat Jun 07, 2008 2:15 pm

paddywagon wrote:Just wondering... the VMT and VTF files provided in your zip. folder.. Would I need to make any changes after its downloaded for it to work in Hammer?? Sorry I'm a bit new to this...

Thanks!!

If you have the same paths etc as he does you won't have to change anything, otherwise there is a chance you'll have to edit the VMT so it has the corect directory...
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Re: Realistic Reflective Floor

Postby paddywagon on Sat Jun 07, 2008 9:29 pm

would you happen to know which sections I would have to correct into my own???
Here the VMT file:
"Water"
{
"Water_DX60"
{
"$fallbackmaterial" "nature/water_dx70_beneath"
}
"$abovewater" 0
"%compilewater" 1
"$CHEAPWATERSTARTDISTANCE" 500.0
"$CHEAPWATERENDDISTANCE" 1000.0
"%tooltexture" "reflective_floor/reflectivefloor_normal"
"$refractamount" "1"
"$refracttint" "{120 120 120}"

"$reflectamount" "0.7"
"$reflecttint" "[26 26 26]"

"$reflecttexture" "_rt_WaterReflection"

"$scale" "[1 1]"

"$bumpmap" "reflective_floor/reflectivefloor_dudv"
"$normalmap" "reflective_floor/reflectivefloor_normal"

"$bottommaterial" "dev/dev_waterbeneath2"
"$surfaceprop" "water"
"$bumpframe" "0"

"$fogenable" 0
"$fogcolor" "{20 20 20}"
"$fogstart" 1024.00
"$fogend" 1024.00
}

lol sorry i'm really confused....
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Re: Realistic Reflective Floor

Postby Hona on Sat Jun 07, 2008 10:06 pm

I didn't really understand your question but if you downloaded the files you should just put it into your materials folder: Steam/steamapps/youraccount/half-life 2/hl2/materials

Now if you want to change the folder for any reason just change every line with ""reflective_floor" to your own folder name:

"Water"
{
"Water_DX60"
{
"$fallbackmaterial" "nature/water_dx70_beneath"
}
"$abovewater" 0
"%compilewater" 1
"$CHEAPWATERSTARTDISTANCE" 500.0
"$CHEAPWATERENDDISTANCE" 1000.0
"%tooltexture" "myfoldernamehere/reflectivefloor_normal"
"$refractamount" "1"
"$refracttint" "{120 120 120}"

"$reflectamount" "0.7"
"$reflecttint" "[26 26 26]"

"$reflecttexture" "_rt_WaterReflection"

"$scale" "[1 1]"

"$bumpmap" "myfoldernamehere/reflectivefloor_dudv"
"$normalmap" "myfoldernamehere/reflectivefloor_normal"

"$bottommaterial" "dev/dev_waterbeneath2"
"$surfaceprop" "water"
"$bumpframe" "0"

"$fogenable" 0
"$fogcolor" "{20 20 20}"
"$fogstart" 1024.00
"$fogend" 1024.00
}
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Re: Realistic Reflective Floor

Postby paddywagon on Sun Jun 08, 2008 12:56 am

great! yeh that really helped.. i think i've got it to work now. Thanks!!!
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Re: Realistic Reflective Floor

Postby paddywagon on Mon Jun 09, 2008 12:58 am

I've come to another problem.... Um... when I placed in the reflective flooring, everytime i try and play it in CSS it lags and multiplys/blurs everything. Would I need to create a 3D skybox to stop this from happening???
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Re: Realistic Reflective Floor

Postby Mr-Jigsaw on Sun Oct 12, 2008 7:44 am

I was playing a map called remini and it looked as if the floor of the church used this technique. I tried shooting at the floor with a rifle but saw no splashes or anything. Is it possible to make the reflective floor illusionary, or would that screw with the engine?
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Re: Realistic Reflective Floor

Postby Remonttimies on Sun Oct 12, 2008 9:43 am

The reflection is made with water and as you know, you cannot tie water to anything.

But in the Orange Box engine there is another way to do this (and without water). This tutorial is just for EP1 engine.
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Re: Realistic Reflective Floor

Postby anarkia777 on Sat Nov 29, 2008 9:31 pm

Hi,
The tutorial here are very good.
I translate all doc of Valve in French.
But i have a problem.

How block bullet for have no splashes ?
I have try with tolls texture but this not block bullet....

Thanks.
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