Just as I wrote in VirtualR, please dont make window reflections realtime. Use just a cubemap. Realtime reflections will be a huge fps impact.
Hehe. Yeah, if you get used to ISI conventions too much you may miss some obvious facts, like the one that specular lighting represents Sun reflection and environment mapping represents all other reflections. So they're both basically reflections and should be controlled by the same material properties. In my shader pack both specular map and alpha channel in T0 have the same function - controlling reflections (so both specular lighting and cubemap). There are generally more misconcepts like this one in game engines.
in rF1 Lienz the buildings already have cubemaps on windows. I dont remember how it is done, via mask textures which control cubemap percent, or via dedicated polygons, but its already been done.
Makes sense, is there a way to have a cubemap rendered from a specific location on the track in the actual engine? For example, I want the windows in my pitbuilding roughly reflect the surroundings there, and not reflect a bunch of trees at the back of the track, or some generic reflections from a crummy downloaded cubemap. What would also be nice if those cubemaps can be generated in realtime and saved into memory upon loading so they reflect the circumstances of the track
Those questions would suit better in modding help subforum. Yes, you can create many cubemaps in various places. Joesville in dev mode has at least 3 cubemaps that you can see reflected in car as you drive around one lap (if you don't set car's reflection mapper to REFMAP0 it will use these cubemaps instead of it's own). As for them being generated to match situation on track, I'd suggest using dynamic cubemaps actually, but with very low refresh rate (10-30 seconds). This way they will stay on par with environment in case of weather change or just time of day change.
Finally i got to works my script to create planes from 3 points of the track. The creation of planes for reflections for wet is more accurate and faster.
New version b0.91 Changes: + BillBoard Trees + More mesh resolution in road. + Fix and some optimizations + Wet reflections only in town and pit. This is a full release remove the old version.