1 registered members (M_D),
1,430
guests, and 3
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
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
OP
Dichotomic
|
OP
Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
|
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.
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
|
|
|
Re: Something like a mirror
[Re: Captain_Kiyaku]
#41103
02/15/05 08:11
02/15/05 08:11
|
Joined: Nov 2003
Posts: 1,380 Switzerland; Zurich
Sebe
Serious User
|
Serious User
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
|
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: Captain_Kiyaku]
#41105
02/15/05 08:38
02/15/05 08:38
|
Joined: Nov 2003
Posts: 1,380 Switzerland; Zurich
Sebe
Serious User
|
Serious User
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
|
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
|
Joined: Apr 2002
Posts: 4,801 Richmond B.C., Canada
Captain_Kiyaku
OP
Dichotomic
|
OP
Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
|
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.
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
|
|
|
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
Developer
|
Developer
Joined: Mar 2002
Posts: 575
Saxony, Germany
|
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!
|
|
|
|