dp_reflectcube and envmap

Discuss the construction of maps and the tools to create maps for 3D games.
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Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

dp_reflectcube and envmap

Post by Nahuel »

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.
Chip
Posts: 575
Joined: Wed Jan 21, 2009 9:12 am
Location: Dublin, Ireland
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Re: dp_reflectcube and envmap

Post by Chip »

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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Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: dp_reflectcube and envmap

Post by Nahuel »

thanks chip!!! great :)
hi, I am nahuel, I love quake and qc.
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: dp_reflectcube and envmap

Post by toneddu2000 »

very nice shader thanks
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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