Tribes 2 Environment maps
by Owen Epps · in Technical Issues · 05/29/2002 (4:13 am) · 4 replies
Quick question: How did the guys at Dynamix create this texture?


#2
$pref::player::currentFOV = 9;
$pref::Player::defaultFov = 90;
Keep in mind its only my theory that this is the method they used to get that sphere texture. If it works then you'd simply take a snapshot while in game and then you got your texture. I'm interested myself so I'm going to test my theory out.
06/22/2002 (11:56 pm)
I found the FOV option for T2. its in your ClientPrefs.cs file and the lines to look for are:$pref::player::currentFOV = 9;
$pref::Player::defaultFov = 90;
Keep in mind its only my theory that this is the method they used to get that sphere texture. If it works then you'd simply take a snapshot while in game and then you got your texture. I'm interested myself so I'm going to test my theory out.
#3
You specify what texture is used as the reflection which means you won't reflect the player model or other objects in the area, just whatever is in that image file. Outdoors reflections usually apply a part of the sky texture to the model, in the case of the player models for the FPS demo or Realm Wars you can actually see this when you walk indoors and can see the clouds and sky reflected off the model.
The process you describe has been used in Tomb Raider, with a portion of a screenshot taken and then applied to some of the smaller reflective surfaces.
06/23/2002 (2:51 pm)
Environment reflections aren't dynamic, at least not in the Torque engine.You specify what texture is used as the reflection which means you won't reflect the player model or other objects in the area, just whatever is in that image file. Outdoors reflections usually apply a part of the sky texture to the model, in the case of the player models for the FPS demo or Realm Wars you can actually see this when you walk indoors and can see the clouds and sky reflected off the model.
The process you describe has been used in Tomb Raider, with a portion of a screenshot taken and then applied to some of the smaller reflective surfaces.
#4
Example: Just take a snapshot of the terrain making sure you have equal amounts of sky and ground. Drop the shot into Photoshop then lasso the center with a elliptical marquee tool. I then use a light mixture of filters. Distortion/Twirl and Distortion/Spherize. Distortion/Polar Coordinates also comes in handy. But the rest is up to you. I use other tools as well to warp the image around. It's just a matter of distorting enough to where it's somewhat clear. Mostly to preserve color but enough to where you don't preserve shape, if that makes any sense. :) Hope it helps.
06/23/2002 (3:41 pm)
I've replicated it a few times. It's not that hard really.Example: Just take a snapshot of the terrain making sure you have equal amounts of sky and ground. Drop the shot into Photoshop then lasso the center with a elliptical marquee tool. I then use a light mixture of filters. Distortion/Twirl and Distortion/Spherize. Distortion/Polar Coordinates also comes in handy. But the rest is up to you. I use other tools as well to warp the image around. It's just a matter of distorting enough to where it's somewhat clear. Mostly to preserve color but enough to where you don't preserve shape, if that makes any sense. :) Hope it helps.
Ian O