Creating Reflective Textures

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Postby MELVIn on Thu Mar 09, 2006 4:05 am

I'm having the same problem as KILLA-COW .. the pink/black squares appear both in-ed and in-game.. "buildcubemaps" is not the problem, and i have no idea what i've done wrong... :/
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Postby UberSpeed on Wed Apr 05, 2006 10:10 pm

Could you use a camera?

and another room might not be practical since you'd might have another room rught behind it.
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Postby Bashh on Tue Jun 06, 2006 2:18 pm

http://www.hl2world.com/bbs/real-reflec ... 44798.html

guy on HL2 world found a way to do real reflections by chopping up the water texture code. Says it doesn't run too bad, IIRC.
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Postby ishbog on Thu Sep 07, 2006 8:45 pm

Bashh wrote:http://www.hl2world.com/bbs/real-reflections-vt44798.html

guy on HL2 world found a way to do real reflections by chopping up the water texture code. Says it doesn't run too bad, IIRC.


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Postby Jean Marcel on Sun Aug 12, 2007 9:51 pm

[quote="somerandomnerd"]You're not creating "real" reflections with cubemaps- you're creating a fake reflection effect. A real reflection (ie. one that reflects characters etc.) must be possible, as water has real reflections. However, creating them is very intensive, as the scene pretty much has to be rendered again for the reflection.[/quote]

Yes, but lets remember that water does not use env_cubemaps, as they reflect without them. But in this case we are talking about reflective, but not mirrors.

Making perfect mirrors is possible, sure, but goes further than simple reflective textures.
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Postby Sorrow on Sun Aug 12, 2007 9:57 pm

way to raise one from the dead :P
don't worry it happened to me too.

welcome to interlopers.
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Re: Creating Reflective Textures

Postby robmaister12 on Thu Mar 27, 2008 12:15 am

hey, I know that gm_ps_hugeflatconstruct has a mirror in a side room. I tried decompiling it, but it is protected from decompilation. You could try contacting the guy who made the map, or trying to bypass the security (i'd go with the first one)
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Re: Creating Reflective Textures

Postby Mr. Happy on Thu Mar 27, 2008 2:22 am

One thread two mega bumps?!!???!

Maiser, are you trying to make a mirror? I dunno engine and whatnot garrys mod is using but see if there is a func_reflective_glass brush entity available in gmod.
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Re: Creating Reflective Textures

Postby Kubata on Mon Dec 13, 2010 10:46 pm

Another mega bump, but I've noticed that textures that have an envmapmask show up with the pink and black texture as a reflection, how can this be solved? Does the envmaskmap need an alpha channel?
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Re: Creating Reflective Textures

Postby Mr. Happy on Mon Dec 13, 2010 11:04 pm

Not sure exactly what your problem is, but "$envmapmask" specifies a new vtf file and it looks at the RGB channels. No alpha needed. You can also use $basealphaenvmapmask to put it in the alpha channel of your basetexture (however in this case the colors should be inverted: black is shiny and white is matte) or in the normal maps alpha channel with $normalmapalphaenvmapmask

You do not have to use a mask for specularity if the entire thing is equally shiny (in which case all you need is $envmaptint)
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Re: Creating Reflective Textures

Postby Kubata on Mon Dec 13, 2010 11:13 pm

Thank you Mr. Happy you're always mega helpful dude! I think you've helped me with more or less every problem I've posted this past week.

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Perhaps a little too shiny, but nothing that some tweaking can't fix.
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