gannonreid Posted February 18, 2009 Share Posted February 18, 2009 I wanted to know if it would be possible to use reflections for windows in GTA:Vice City. I know cars can use reflections, but I don't really know how or if it's possible to use it on other model types? I would appreciate help with this. Link to comment Share on other sites More sharing options...
coin-god Posted February 18, 2009 Share Posted February 18, 2009 Windows cant have reflections, thec ar reflections are hardcoded. Link to comment Share on other sites More sharing options...
DexX Posted February 18, 2009 Share Posted February 18, 2009 No. Windows can have reflections, but you have to export the model in a different way. The reflection map has to be added to the materials you want to be reflective (your glass), and that image has to be in the txd that your model uses. The model itself needs to have normals for the reflection map to appear correctly. Link to comment Share on other sites More sharing options...
gannonreid Posted February 18, 2009 Author Share Posted February 18, 2009 No. Windows can have reflections, but you have to export the model in a different way. The reflection map has to be added to the materials you want to be reflective (your glass), and that image has to be in the txd that your model uses. The model itself needs to have normals for the reflection map to appear correctly. Would you mind explaining a bit more? I think I understand most of it. I use the DFF exporter in Max. So I enable normals (before exporting), set the reflective texture (lower res very bright image). In the GTAMaterials, I set the specific texture to be reflective, include the texture in the TXD. Is there anything more? Thanks for the info BTW. Link to comment Share on other sites More sharing options...
DexX Posted February 19, 2009 Share Posted February 19, 2009 I believe that is all. I'm working from memory here, and don't have VC installed, so i can't quite test it. Should look like this if you're using Kam's material: http://img365.imageshack.us/my.php?image=vsrefmatbc1.png Link to comment Share on other sites More sharing options...
coin-god Posted February 20, 2009 Share Posted February 20, 2009 (edited) Thanks for the correction DexX I really didnt know that was possible. Sounds really good, i may try that out for my maps. Is it the same for SA? Edited February 20, 2009 by goin-god Link to comment Share on other sites More sharing options...
gannonreid Posted February 21, 2009 Author Share Posted February 21, 2009 Sorry Dex, doesn't work. I get mixed results, all terrible, whether I adjust the main map specularity vs. the max reflection (.25-1.0). In game I get flashing stuff but usually over-bright results and the reflective material is static (unlike cars that move with the player/camera). There is likely something more but I don't know. Also, the maps I'm using are very bright images with high contrast (desaturated). Link to comment Share on other sites More sharing options...
DexX Posted February 23, 2009 Share Posted February 23, 2009 The results depend heavily on the reflection texture you use. I get these results... http://img152.imageshack.us/my.php?image=vcfireref.jpg ...with this map, at 100. http://img12.imageshack.us/my.php?image=specenv.png Export settings. http://img398.imageshack.us/my.php?image=maxmat.png The image does "move", but the effect is more noticeable on objects like vehicles, due to the method the game uses for projecting the reflection texture. Link to comment Share on other sites More sharing options...
gannonreid Posted February 23, 2009 Author Share Posted February 23, 2009 Ahh, so it is likely the map I was using. Should the map also use an Alpha-channel? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now