Reflective Floors Created 19 years ago2005-01-28 22:28:54 UTC by lucky4444 lucky4444

Created 19 years ago2005-01-28 22:28:54 UTC by lucky4444 lucky4444

Posted 19 years ago2005-01-28 22:28:54 UTC Post #86505
How do I make reflective floors? Or is it not possible with the source engine, still?

After the first question is answered, I have another question about it, how would I make mirrors?
Posted 19 years ago2005-01-28 22:37:23 UTC Post #86510
Define your texture to have a reflective shader/EnvMap.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-28 22:38:12 UTC Post #86512
Probalby the same way as youd make the floor. Something with cameras and the video screens.

I dont know much about that, though. I hope rabid can hope answer it. :)
Posted 19 years ago2005-01-28 22:38:47 UTC Post #86513
woops, a little late. He posted that at the same time...
Posted 19 years ago2005-01-28 22:44:11 UTC Post #86520
Define your texture to have a reflective shader/EnvMap.

???
I don't understand.
Posted 19 years ago2005-01-28 22:49:19 UTC Post #86523
while i was playing half life 2 the only kind of reflective floor i saw was flooes that reflected light only. i didn't see floor that reflected a room. So my guess is that if you want the floow to reflect the room you gotta use the old reflective floor flip trick. please correct me if im wrong.
Posted 19 years ago2005-01-28 22:50:07 UTC Post #86524
Example VMT: (Look at the SourceSDK Creating Materials article if you want to copy it as the forum will auto-format it)

"LightmappedGeneric"
{
"$basetexture" "shadertest/LightmappedTexture"
"$envmap" "shadertest/LightmappedTexture_envmap"
// If the shader falls back to shader "LightmappedGeneric_DX7",
// then the environment map defined in this block will be used instead of the
// one defined above. Since $basetexture isn't defined in this block,
// the original one will be used.
"LightmappedGeneric_DX7"
{
    "$envmap" "shadertest/OverrideEnvMap"
}
// If the shader falls back to shader "LightmappedGeneric_DX6",
// then the base texture defined in this block will be used instead of the
// one defined above. Since $envmap isn't defined in this block, the original
// one will be used.
"LightmappedGeneric_DX6"
{
    "$basetexture" "shadertest/OverrideTexture"
}
}
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-28 22:50:54 UTC Post #86526
This should act shiny, dunno about perfect reflections, if you define an EnvMap.

Any tex-making questions or more about the VMT can be found at the Source SDK site.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-31 14:58:19 UTC Post #87299
Hmm, I think someone made a reflective floor material once. IIRC he just modified a water material to have no refraction.

From http://www.valve-erc.com/srcsdk/Materials/water.html:
$reflecttexture (texture name)
Texture to use for reflection. For real-time reflections, use ?_rt_WaterRefraction?.
Hmm, something like this on a specular material..?
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