Re: ReFlective Floor
Posted by G4MER on
Mon Jun 6th 2005 at 12:29am
Posted
2005-06-06 12:29am
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
Ok, im trying to get that shiney black floor look seen in Star Wars. I know before you had to build an upside down view of the map and make a sorta see though floor, so it appeared that the floor was reflecting the room.
Now with HL2 out there has to be a better way. Is there? I have tried water, but that makes a splish splash sound.. I tried glass, but then you get the little glass breaks when people shoot the floor. Im not sure how the reflective texture works.. it just shows up grey.
Any Ideas? Help? Advice? Please...
Re: ReFlective Floor
Posted by French Toast on
Mon Jun 6th 2005 at 2:44am
3043 posts
304 snarkmarks
Registered:
Jan 16th 2005
Occupation: Kicking Ass
Location: Canada
If you just want it to look wet, I believe there is something you have
to edit in some sort of file. (I'm sure fishy can fill in the
blanks) Hope this helps :biggrin:
Re: ReFlective Floor
Posted by Orpheus on
Mon Jun 6th 2005 at 8:15am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
HL2 has some textures that are glossy.. I have seen them on walls in some maps. Perhaps this might give you what you want? I have no idea how to identify these texture within hammer but I do know some exist.
Perhaps, you do not have a machine big enough to notice these textures.
shrugs
Sorry I cannot be more specific.
The best things in life, aren't things.
Re: ReFlective Floor
Posted by fishy on
Mon Jun 6th 2005 at 11:57am
Posted
2005-06-06 11:57am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
how reflective a surface is depends on its envmap mask. this can either be embedded into the tga as an alpha channel before compiling the texture, or it can be a seperate file altogether. there are various commands that go in the vmt file, depending on what method you chose for the mask. i think the tint, contrast and saturation that wil50n mentioned only effect the 'shineyness' that the envmapmask generates.
moneyshot, what floor texture are you using/wanting to use? and what's the reflective texture you mentioned, the one you say is grey?
i eat paint
Re: ReFlective Floor
Posted by Leperous on
Mon Jun 6th 2005 at 3:33pm
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
To carry out wil5on's suggestion, first find a nice looking floor texture you want, and remember the name (including the folder it's in).
Next, get GCFscape or some other GCF-opening program, and open up the source materials GCF. Find the .VMT file for the texture you're after, and extract it somewhere.
Edit the VMT, and add those lines suggested above to it (or modify them if there's already something like them in there).
Rename it, e.g. "shiny_floor_tiles.vmt", and move it to a custom materials directory, e.g. for HL2DM half-life 2 deathmatch/hl2mp/materials/custom.
It should turn up when you next run Hammer, so place an env_cubemap entity about 64 units above it, and compile. BOSH!
Re: ReFlective Floor
Posted by fishy on
Tue Jun 7th 2005 at 1:32am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>If you type in Reflective in the texture search tool, it comes up with like 6 big tiles from 10% to 80% reflective and then 6 small blocks the same way. </DIV></DIV>
ah, i didn't realise they were there, but they're actualy quite handy to know about. you've heard about alpha channels and alpha masks being embedded in textures to control reflection or transparency, well, you can also use a seperate greyscale texture instead. the reflectivity textures that you found are just the job for putting a shine on just about any texture that doesn't already have one. like if you extracted the vmt for a grass texture that you liked, you could add
"$envmap" "env_cubemap"
"$envmapmask" "dev/reflectivity_50"
and save it somewhere safe as shinygrass_50 or something. it would look the same as the original in hammer, but would have 50% reflectivity in game.
so to get your shiny floor, find a marble texture that you like. if it doesn't already reflect the world(you'll need to test it in game, to know for sure), extract the vmt and add the green stuff^. like i mentioned earlier, i think that wil50ns suggestion would only work, or affect the reflection, once the green stuff^ is in place.
i eat paint
Re: ReFlective Floor
Posted by fishy on
Tue Jun 7th 2005 at 12:31pm
Posted
2005-06-07 12:31pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
without the mask you would get an even 100% reflectivity. using the reflectivity textures that moneyshot found will give you greater control of how much reflection a surface will have.
i eat paint
Re: ReFlective Floor
Posted by G4MER on
Fri Jun 10th 2005 at 5:10am
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
Ok So that added text above how or what do I do to use that.
Fishy how do I use the reflective textures then?
What if I just used the Black texture? and then where would I add that green stuff at?