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Post by WhyNot on Nov 3, 2015 15:59:17 GMT
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Post by MonstaWolf on Nov 12, 2015 12:55:27 GMT
It says I need permission to see the picture. All I have to say is, for reflection, if you're not using environment mapping, use it and experiment with it. It can sometimes add a good level of detail when it comes to reflections. Make sure that if you want something to show up in the reflection, you need to have the 'visible in reflections' box checked. (Do that for scenery, the sky, other objects, etc.) Just remember that a higher refresh rate requires more resources (aka it hogs up graphics memory if you turn it up higher).
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Post by WhyNot on Nov 12, 2015 13:39:15 GMT
I have done it but. I could not have realistic reflections.
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Post by indiedev on May 1, 2016 9:07:36 GMT
if you meant the way size/location of reflection changes too much when viewed at different locations try making a script using this [from script reference]:
iObjectEnvMapFocusSet(OBJ_X,Vector3) Set the focus location for the environment map associated with the specified SkinMesh object. OBJ_X = SkinMesh object handle. Vector3 = focus location, absolute coordinates.
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Post by indiedev on May 3, 2016 9:45:25 GMT
i figured it out:
Vector3 mp; void Main () { iObjectEnvMapFocusSet(OBJ_22,mp); mp.x = 200.0f; mp.y = 0.0f; mp.z = -500.0f; }
you can move the reflections manually but it's painfull guesswork lining them up, even then they will be out of whack again when the player moves, so it seems they are only useable when turned on at certain locations and off elsewhere
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Post by WhyNot on May 3, 2016 9:57:19 GMT
ohhhh this thing is cool and it works bro
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