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IndigoRage
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Reflection Map - Overkill
      #2855065 - 07/27/04 01:27 PM

I know reflection maps work to some extent, but is there a way to confine the effect to just ONE portion of a mesh?

I've tried setting the materials I don't want to reflect to use the TESShader, since reflection maps only work with Blinn, I thought this would solve the problem, but it doesn't.

I've tried setting the parts I don't want to reflect to Blinn, and the reflective parts to TESShader - this doesn't do it either...

I have to be missing something, but I can't figure it out.

To be specific, the only part of the mesh I want the reflection effects on is the blade, not the whole darn thing - it looks worse than the innate "magic item glow"!

Pax,
Indigo

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reaper485
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Re: Reflection Map - Overkill [Re: IndigoRage]
      #2855380 - 07/27/04 03:18 PM

I use reflection maps all the time, I was one of the 1st to start using them. Have you tried applying the matterial with the refmap to JUST the blade? Or is the model 1 solid group? If so you'll have to select the polys and stuff from the "blade" and sever it from the rest of the mesh some how. I think selecting all the polys for the blade and cutting and then pasting MAY work, let me know if you need any further help. This is the only way I know of to do it. I usualy make all my meshes in Rhino 2 and export them to Max. So I'm no Max expert

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IndigoRage
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Re: Reflection Map - Overkill [Re: reaper485]
      #2855413 - 07/27/04 03:33 PM

Ah ha! That's it. Detaching the reflective section keeps the shine just on the portions it should be! Thanks for the info!

Pax,
Indigo

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"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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reaper485
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Re: Reflection Map - Overkill [Re: IndigoRage]
      #2855424 - 07/27/04 03:37 PM

No prob, always happy to help

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kwshipman
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Re: Reflection Map - Overkill [Re: IndigoRage]
      #2855429 - 07/27/04 03:38 PM

this sounds pretty cool. Glad you got it figured out.

p.s., don't you have something for me? lol

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IndigoRage
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Re: Reflection Map - Overkill [Re: kwshipman]
      #2857378 - 07/28/04 06:06 AM

Ack! Yes! I do! I'll send it out when I get home tonite!

Pax,
Indigo

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TheSlof
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Reged: 03/17/04
Posts: 422
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Re: Reflection Map - Overkill [Re: IndigoRage]
      #2857556 - 07/28/04 06:58 AM

Mmmm... I actually started doing this a few weeks ago. Yesterday I made a katana for a friend where only the edge of the blade is reflective and the rest have a etched pattern. Pretty nice effect!
Anyone knows how to make the texture a bit less reflective? All of my weapons have textures that can't be seen very well.. And then my reflection map is almost completely black (a brighter reflection map makes the texture all white)!
Hmm... What if I used a semi-transparent reflection..?

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Max_aka_NOBODY
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Re: Reflection Map - Overkill [Re: TheSlof]
      #2857654 - 07/28/04 07:43 AM

Maybe try lowering the value to the left of the reflection map...

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reaper485
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Re: Reflection Map - Overkill [Re: Max_aka_NOBODY]
      #2857808 - 07/28/04 08:22 AM

Thats what I always do, works for me

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kwshipman
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Re: Reflection Map - Overkill [Re: IndigoRage]
      #2858327 - 07/28/04 11:39 AM

Quote:

Ack! Yes! I do! I'll send it out when I get home tonite!

Pax,
Indigo




LOL, no problem, I won't be going full-force on my mods for another 2 weeks anyways.

I would love to see some screens of what you have goin here too.

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IndigoRage
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Re: Reflection Map - Overkill [Re: kwshipman]
      #2860988 - 07/29/04 05:47 AM

Hmm.. screens, eh? Hmm... I dunno... this is gonna be some pretty neat stuff =)

Once I get the bugs worked out, I'll post some. Speaking of bugs, I've got a new one now.

I have a reflective object, an entirely reflective object.. but for some reason I have yet to fathom, the reflectivness "falls off" the object both in the CS and in-game if the object is moved, or PlaceAtPC'd..

None of the other refective things I've played with do this, and I dunno why, but it's really annoying! Do I need to leave some non-reflective surface, or does this only work with certain types of textures? The ones I have working are Diffuse = .BMP, Reflection = .TGA

The ones that arn't working are Diffuse = .TGA, Reflection = .TGA

Suggestions?

Pax,
Indigo

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ManaUser
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Re: Reflection Map - Overkill [Re: IndigoRage]
      #2861007 - 07/29/04 05:52 AM

Are you trying to get the weapon to actually reflect its surroundings in the game? Because I've let to see that done succesfully. Which doesn't mean it can't be of course, but you have to worder. If I'm behind the times, and this HAS been done, could you point me to an example of it? I'd really like to see it.

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IndigoRage
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Re: Reflection Map - Overkill [Re: ManaUser]
      #2861799 - 07/29/04 09:18 AM

No - trying to reflect the surroundings doesn't work, though you *can* fake it on immoble, reflective objects, by making a screenshot of the area to be reflected and using a highly reduced version of that screenshot as the reflection map, as the reflections tend to be considerably larger than their corresponding maps.

For example, a marble floor could give the illusion of reflecting the ceiling by applying a tiny screenshot (maybe 64 x 32) of the ceiling above the floor.

The weapon isn't my problem object any more. I'm working on something else, but the reflection just "falls off" if the object is in any way moved or suddenly placed into an area.

Pax,
Indigo

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"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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IndigoRage
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Re: Reflection Map - Overkill [Re: IndigoRage]
      #2861832 - 07/29/04 09:26 AM

Ok then... I've solved the problem, and it's the strangest thing:

An object cannot, appearently, be entirely reflective. By subdividing one face of the object, then applying a texture without reflection mapping the reflectiveness no longer "falls off" the object when it is moved, or interacted with in some way.

Ugh!

But there's my contribution to this!

Pax,
Indigo

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"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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IndigoRage
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The Screenshot! [Re: IndigoRage]
      #2862038 - 07/29/04 10:30 AM

Ok, I promised a screenshot - so here's one: http://rpgplanet.com/morrowind/vault/newgems.jpg

Yeah, New Gems. Not just the staple gems, but I've added a couple new ones: Sapphire, Topaz and Amethyst. No screenshot can do these justice though. They have reflection maps on them and shine like.. well like gems!

I have a few other things I'm tinkering with, but I'm planning to release the gems as a stand-alone enhancement very soon!

Pax,
Indigo

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"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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