Game Development Community

TGEA reflection map

by Barry Gallagher · in Artist Corner · 05/03/2007 (5:54 am) · 4 replies

Im trying to add some reflection to a texture I applied to a window in TGEA.
It doesnt seem to have worked.
I ticked the reflection channel and set it at 55 but nothing seems to be happening in TGEA.
Environment mapping is turned on in prefs aswell.

#1
05/07/2007 (1:33 pm)
Bumpity bump...

So nobody knows if reflection/environment maps work in TGEA?
#2
05/14/2009 (9:51 pm)
U have to write custom material then u will achieve reflection map. happy Programming.
#3
05/15/2009 (5:51 am)
iirc planareflection...
This may not work with a current build but I used it a year ago:

new CustomMaterial( mmetal207refl )
{
mapTo = metal207refl;
texture[0] = "metal207refl";
texture[1] = "$backbuff";
// glow[0] = true;
// emissive[0] = true;
shader = Reflect;
version = 1.4;
planarReflection = true;
};
#4
05/15/2009 (8:09 am)
Planar reflections are horrible resource hogs, so if you do use it, you will want to only use 1 and if you can keep it confined to a flat plane.

You might have better luck with a cubemap, which is just a pre-generated image that is reflected onto your scene (kind of like what you saw in TGE, but as a cube instead of a single top-down image)

cubemap = varname

or even with a Dynamic Cubemap (which uses the scene graph to generate the cubemap in realtime)

dynamicCubemap = bool

You can find all the information you need on these in your TGEA repo or via TDN.