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Something like a mirror #41102
02/15/05 07:58
02/15/05 07:58
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

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I have a little shader question :>

Is it possible to project a texture on a tga sprite with alpha mapping? Umm the texture should be the one which is reflecting in the sprite. so you can use it like a little wet part on the bottom, it doesnt have to mirror entitys. just one texture, (well entitys would be great, but i think it will just work with Pro)

I have the Com version, DX9 and PS 1.4 and VS 1.0.. i think lol

So is there something like this? maybe the same reflection from a water shader..

sorry if my english is bad, its late.


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Re: Something like a mirror [Re: Captain_Kiyaku] #41103
02/15/05 08:11
02/15/05 08:11
Joined: Nov 2003
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Switzerland; Zurich
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Sebe Offline
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Maybe environment mapping would be something for you?

You can apply it to any model you want (just make a small model instead of the sprite) and it looks like an almost real reflection; perfect for something wet.

The problem is that now the environment mapping shader uses the alpha channel of your tga (to control where there should be the shader cubemap and where the skin visible), so you can't use it with transparency. Steempipe once made an environment mapping shader with transparency, but I'm not sure if it works with your graphics card (the standard environment mapping should work). Hope it works

Re: Something like a mirror [Re: Sebe] #41104
02/15/05 08:30
02/15/05 08:30
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

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Okay thank you a lot ^^
i think that will work. I will just try it.

Umm so the shader uses the alpha of my skin to "mirror" the envrionment?
then i could give the rest of my model the bottom texture, maybe that will work ^^'

Well i will just try it. Thanks again :>


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Re: Something like a mirror [Re: Captain_Kiyaku] #41105
02/15/05 08:38
02/15/05 08:38
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Sebe Offline
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In Antwort auf:

Umm so the shader uses the alpha of my skin to "mirror" the envrionment?




Yes, he does. With the alpha channel you control how much shader and how much skin you want to see (white => 100% shader, black => 100% skin)

You can even try to make it look like a real mirror: Using this script you can make a +6 cubemap directly from your level. The only disadvantage is that it doesn't work with animations or anything that moves (this is a pro feature).

Re: Something like a mirror [Re: Sebe] #41106
02/15/05 08:40
02/15/05 08:40
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Richmond B.C., Canada
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Well since i have the Com, i cant use it then i guess ^^''

Okay it works fine with models :> But Sprites really dont work. They just make weird colors when i move lol. Umm then i have to use a Model, but there's tga possible too, right?

*trying*

EDIT: Okay when i use the tga skin on a model, its the same like the sprite ^^''

Last edited by DS_Kihaku; 02/15/05 08:44.

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Re: Something like a mirror [Re: Captain_Kiyaku] #41107
02/15/05 08:54
02/15/05 08:54
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That's how it could look... as you can see; I've made a cubemap from the level (with the cubemap script) and then I've changed the sky. => The cubemap isn't realtime (I've only com too), but when you don't see it exactly, and make some experiments, you don't see that (if the cubemap is made properly )
This is a model with a tga skin, in the middle, tha alpha map is white, and around it's more or less black.

Re: Something like a mirror [Re: Sebe] #41108
02/15/05 09:28
02/15/05 09:28
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

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@_@ how did you made it? I think the alpha channel makes problems ^^'
do you just use the Environment mapping shader?


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Re: Something like a mirror [Re: Captain_Kiyaku] #41109
02/15/05 09:33
02/15/05 09:33
Joined: Mar 2002
Posts: 575
Saxony, Germany
Guido_Richter Offline
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That's what I also would like to know!
Nobody answered how top realize an alpha masked env. shader for my car because not all parts or made of metal...
Also the windows should be a little bit reflective + nearly 100% transparent so it's a mix of alpha masked skin and alpha masked env. shader but knowbody answered by now!


Guido Richter Foppsoft Developments Wetterpool.de (German weather site) [work:] { not using 3DGS anymore }
Re: Something like a mirror [Re: Guido_Richter] #41110
02/15/05 09:40
02/15/05 09:40
Joined: Nov 2003
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Sebe Offline
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I'll make a small tutorial how to use environment mapping with alpha channels. Should be finished in some minutes, maybe in some hours, maybe tomorrow (I've to go to school tomorrow, and it's 2:00 am :P)
But I'm sorry, as much as I know it's impossible to use a environment mapping shader + transparency + only some parts of the model are "shadered" at once.

p.s. The tutorial will be german, because my english isn't very good

Re: Something like a mirror [Re: Sebe] #41111
02/15/05 09:41
02/15/05 09:41
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

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That's nice

maybe you could give me your model and the texture before you go to bed, so i might see whats different with mine o_O?


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