Reflection

Discussion in 'Mapping Questions & Discussion' started by Queops, Jan 23, 2009.

  1. Queops

    Queops L2: Junior Member

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    [​IMG]

    I get this skybox-like reflection on my brush with glass/fishtankglasswindow001a texture, inside of a building, how do I make it so that it won't appear the skybox reflections?

    Thanks.
     
  2. Cameron:D

    Cameron:D L6: Sharp Member

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  3. eerieone

    aa eerieone

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    you need to place an env_cubemap inside the building, the cubemap collects images in its proximity and uses that to give the reflective surface the correct reflections
    if you have several rooms with reflective surfaces you might need several env_cubemaps in the distinctive rooms, so you get the correct reflection for each one.
    reflective surface use the nearest cubemap and take its reflection-data, you can also manually bind the cubemap to surfaces

    http://forums.tf2maps.net/showthread.php?t=4530&highlight=cubemaps
    http://forums.tf2maps.net/showthread.php?t=807
     
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  4. Queops

    Queops L2: Junior Member

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    Thanks, I love you guys :D
     
  5. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    Make sure you have a cubemap in each room for reflections on player's weapons. This is really only apparent on the Sniper's rifle scope but a few melee weapons also reflect the environment. Water of course also needs cubemaps to reflect their surroundings :)
     
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  6. Queops

    Queops L2: Junior Member

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    Yeh, thanks for the advice!:laugh: