someTaff Posted April 19, 2013 Report Posted April 19, 2013 As super-polished marble floor that is Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
nbohr1more Posted April 19, 2013 Report Posted April 19, 2013 You either need a custom cubemap stage or... I believe there is a mirrorRenderMap method. I'll try to look up the latter when I get the chance though I believe some TDM assets have this feature already? 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
someTaff Posted April 19, 2013 Author Report Posted April 19, 2013 You either need a custom cubemap stage or... I believe there is a mirrorRenderMap method. I'll try to look up the latter when I get the chance though I believe some TDM assets have this feature already?Glass? Will look to it. Can one change cubemaps for reflection as it with skin? There is cubemap creation method in Doom3, so its looks like an option. Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
nbohr1more Posted April 20, 2013 Report Posted April 20, 2013 yes, you can change cubemaps. whether you incorporate them into several different material defs for skins oruse a script function to conditionally enable\disable the cubemap stage is up to you. It would be cool if this wasa location system feature but you could piggy-back off of the location system via script anyway. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
demagogue Posted April 20, 2013 Report Posted April 20, 2013 The old fashioned way people made reflections in T2 was to use a semi-transparent floor texture, and then just copy paste the architecture upside-down beneath the floor. If you can spare the brushes & don't have anything else down there, that's a pretty quick & dirty way to hack it that looks pretty cool. 1 Quote What do you see when you turn out the light? I can't tell you but I know that it's mine.
plasticman Posted April 21, 2013 Report Posted April 21, 2013 Nice thinking, but it doesn't translate well. Full dynamic lighting would require to separate the real from the "mirrored" area via a invisible light-blocking material AND duplicate all the light sources. How would one duplicate a torch that's hit by a water arrow? Moving a lit candle? -- Don't even think about it. But from what I remember from playing with mirrors (in D3) a few years ago, it is non the less a very good idea to keep the "mirrored" space clear of any geometry. It tends to confuse the engine. Mirrors in Doom are error prone. You could look it up in modwiki.net if it still were among us....Oh well, archive has it. 1 Quote
nbohr1more Posted April 21, 2013 Report Posted April 21, 2013 Yes, it's mirrorRenderMap ... here is an example material: textures/wdm/marble_shine { solid diffusemap textures/wdm/marble_shine_d.tga qer_editorimage textures/wdm/marble_shine_d.tga specularmap textures/wdm/marble_shine_s.tga bumpmap textures/wdm/marble_shine_local.tga { mirrorRenderMap 256 256 // size of the texture to draw the mirror view in blend blend red 0.5 green 0.5 blue 0.5 // opacity alpha 0.7 // these may not be necessary when I finish the code translate 0.5 , 0.5 scale 0.5 , 0.5 } // End Mirror effect } http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=617&start=0&st=0&sk=t&sd=a 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
demagogue Posted April 21, 2013 Report Posted April 21, 2013 But from what I remember from playing with mirrors (in D3) a few years ago, it is non the less a very good idea to keep the "mirrored" space clear of any geometry. It tends to confuse the engine. Mirrors in Doom are error prone. Interestingly for a similar reason I mentioned. Apparently the engine is literally rendering a reverse scene in that space. I recall that you could even have geometry there, but it's very important that the leaf of the original room is sealed so it doesn't leak through. Well it's probably better to do both, not have geometry there & make sure the leaf is sealed. 1 Quote What do you see when you turn out the light? I can't tell you but I know that it's mine.
nbohr1more Posted April 21, 2013 Report Posted April 21, 2013 A couple of final comments. 1) Using a cubemap will be lighter on performance than mirrorRenderMap but wont be as accurate. A blurred cubmap would be advised unless you planon making a bunch of different custom ones on a per-room or per-scene basis 2) Don't be surprised if mirrorRenderMap doesn't work. Since moving to the Doom 3 GPL engine, I have found that the noFog global keyword andenvshot command are broken. ( I had to install TDM 1.06 to collect a cubemap for the standalone replacement process.) Do a small test beforejumping in and doing a bunch of work (learned that the hard way with noFog). Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
plasticman Posted April 22, 2013 Report Posted April 22, 2013 The two-bathrooms-with-opposing-mirrors-problem comes to mind. See this thread, esp. p. 2. Quote
someTaff Posted April 29, 2013 Author Report Posted April 29, 2013 (edited) It works witn mirrorRenderMap well!This is regular marble with slight normal dents on surfaceAnd this this reflective mirrorRenderMap marble floor, with no normals on tile sideFound opacity level best between 0.2-0.3Should find another surface sound for that, like super-loud echoing clonck-clonck Edited April 29, 2013 by someTaff 2 Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
nbohr1more Posted April 29, 2013 Report Posted April 29, 2013 Fantastic work someTaff !! Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
Springheel Posted April 29, 2013 Report Posted April 29, 2013 That looks great! I hope these are all making it into TDM somewhere... Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
someTaff Posted April 29, 2013 Author Report Posted April 29, 2013 It will make it to TDM no doubt about it! Just too few assets to upload for now, will biuld up and then sublit a packF i this door need s framing and handles and so on Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
Bikerdude Posted April 29, 2013 Report Posted April 29, 2013 Unless that was an internal door, IMHO I don't think it would be that shiny in the TDM universe. Great tech demo pics though for sure! Quote
someTaff Posted April 29, 2013 Author Report Posted April 29, 2013 Unless that was an internal door, IMHO I don't think it would be that shiny in the TDM universe. Great tech demo pics though for sure!Its like heavy lacker on oak, allthrough never seen no heavy lacker on oak. Will turn specular down a bit Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
Springheel Posted April 29, 2013 Report Posted April 29, 2013 Yes, generally wood looks best with no specular, or a very subtle one. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
someTaff Posted May 27, 2013 Author Report Posted May 27, 2013 (edited) It happens mirror shader behaves quite strange when applied to large areas with many lightsMirroring appears only on some angles and while crouching, even partiallyWhat can be done if anything? Edited May 27, 2013 by someTaff Quote What excuse do we have not to sculpt, and sculpt, and sculpt, until the job is done?
nbohr1more Posted May 27, 2013 Report Posted May 27, 2013 Not sure about the default FOV for mirror rendering... Perhaps a workaround would be to use scale in the material to increase the coverage? As I recall, only remote render map has the ability to control FOV (etc). Maybe 7318 can look into this because it has similar code requirements to portal sky behavior? Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
nbohr1more Posted May 27, 2013 Report Posted May 27, 2013 Another workaround might be to make a duplicate material shader with a different name thenalternately texture the floor with the two textures so that it is not one continuous material. (At least I've seen this tangentially referred to at Doom3world ) 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
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