Basic light glow reflection on a wet surface. It doesn't work with animated textures (transient), so the reflection is always on and you have to create an extra gmt file for this.
So that means it looks good in specific condition screenshots but it would be very distracting in the game.
Why do you think so Guimengo? I think it will be hard on the hardware but distracting Reflections in real life don't extract me so why would they do in game. This is meant as a serious question no trolling or whatever.
Hehe, no issue. "It doesn't work with animated textures (transient), so the reflection is always on" answers it.
I don't understand what you are saying. But that's because i have no clue about how these things work. Thanks for your reply.
The lights for cars have 3 different textures (lights off, lights on, brake lights). They are all mapped on the same mesh. When you switch the lights on, the gfx engine swaps the texture and you see the light glow (the light projection on the road is a different system). The environment reflection mapper renders a second picture of the scene and only includes objects that are marked to be reflected in the scn or gen file (Reflect=True). For performance reasons the reflection mapper is a simplified renderer and the logic for transient texture animation is not included. When the reflection mapper can't swap the textures, the reflection of the light glow is not visible. To have a visible reflection at night you can create a new light glow object without texture animation and only map the texture for illuminated light glow on it.
Any ideas why the reflection on the car looks so weird and what's wrong with the normals? The Nissan looks ok.
It's weekend and all kiddies (mine too) upload their minecraft videos. Should work now. Show normals in ModDev is "Ctrl + n".
I think the cube map is not aligned correctly because the mesh for the car body has no front parts. The position of the cube map is the centre of the mesh but it's not the centre of the car. When I merge body, fenders and hood it looks like this.
I think Tosch wanted to say that the base mesh of each vehicle is used to orientate the cube mapping. If the base mesh is only a part of the model the cube map looks misaligned. To fix this your base mesh should be compromised of the complete car (currently the BODY_A mesh just includes the sides and rear part but is missing the front part, e.g. bumper). Could this be one of the problems why rF2 has lost its damage model (parts falling apart etc.)?