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!
dp_reflectcube and envmap
dp_reflectcube and envmap
hi, I am nahuel, I love quake and qc.
Re: dp_reflectcube and envmap
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:
In my case, I used a simple metallic-like tileable texture.
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
}
}
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Roo Holidays
Fear not the dark, but what the dark hides.
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Roo Holidays
Fear not the dark, but what the dark hides.
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Re: dp_reflectcube and envmap
very nice shader thanks
Meadow Fun!! - my first commercial game, made with FTEQW game engine