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dp_reflectcube and envmap

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dp_reflectcube and envmap

Postby Nahuel » Sat Oct 01, 2011 2:24 am

Can someone explain this features of darkplaces? I do not how use it! :? What I can
achieve with this? I read dp_wiki, but i do not understand. Thanks!
hi, I am nahuel, I love quake and qc.
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Re: dp_reflectcube and envmap

Postby Chip » Mon Oct 03, 2011 10:09 pm

dp_reflectcube is a shader instruction that assigns an environment map to a brush.

Look at this movie. I made it using dp_reflectcube.

http://vimeo.com/13672707

So, basically, you use a command (could be envmap, I don't remember) to capture a cube map of the visible level. You, then, map that image (looks like a sky image, composed of the 6 sides of the cube) to the brush, and create the illusion that the brush is reflecting the environment. Really useful for metals.

Here's my shader:

Code: Select all
textures/tech_metal
{
   qer_editorimage textures/tech_metal.jpg
   {
      map textures/tech_metal.jpg
      blendfunc blend
   }
   dpreflectcube cubemaps/chip/chip
   {
      map $lightmap
      blendfunc add
   }
}


In my case, I used a simple metallic-like tileable texture.
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Re: dp_reflectcube and envmap

Postby Nahuel » Wed Oct 05, 2011 9:27 pm

thanks chip!!! great :)
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Re: dp_reflectcube and envmap

Postby toneddu2000 » Thu Oct 06, 2011 7:26 am

very nice shader thanks
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