Reflective map surfaces.

Reflective map surfaces.

Requests for features in the spring code.

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Gota
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Reflective map surfaces.

Post by Gota »

Is it possible to make maps have reflective surfaces?that way we can accuratly make ice and crystal worlds that reflect the sun light or something.
Maybe a map gadget that is cleverly built to not strain the system?
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AF
AI Developer
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Re: Reflective map surfaces.

Post by AF »

Oirignally this was a part of the SM3 format, as shown in the images of SM3 metalheck with the shiny metal textures.
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Neddie
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Re: Reflective map surfaces.

Post by Neddie »

So, tentatively possible but not yet implemented. I'd use it for certain maps I haven't released, simulating some form reflectivity in the raw texture is possible but difficult and never good without bloom.
Warlord Zsinj
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Re: Reflective map surfaces.

Post by Warlord Zsinj »

I think this would have the potential to increase the sexiness of Spring maps several fold; though I also suspect that if it is on/offable most hardcore players would turn it off.

I'd love to see it used on snow/slate maps, etc. Simply having dappled specularity on surfaces will really make textures much more believable.
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Neddie
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Re: Reflective map surfaces.

Post by Neddie »

Warlord Zsinj wrote:I think this would have the potential to increase the sexiness of Spring maps several fold; though I also suspect that if it is on/offable most hardcore players would turn it off.
Waaaah! I lost three frames and thus a battle! Waaaaah!

Yeah, most may.
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Gota
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Re: Reflective map surfaces.

Post by Gota »

jsut make maps in which it cant be turned off..
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rattle
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Re: Reflective map surfaces.

Post by rattle »

You wouldn't see it anyway unless you switch to one of the FPS cams. Yes this is why you can't tilt your cam in CNC3. So you can see these shinies all the time.
Warlord Zsinj
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Re: Reflective map surfaces.

Post by Warlord Zsinj »

I disagree, you'd be able to see it in top-down mode, especially if it's reflectiveness, not just specularity. You'd be able to see the reflection of the sky moving over icy/slate areas, etc.

Specularity would need tighter angles, though.
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rattle
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Re: Reflective map surfaces.

Post by rattle »

Uh yeah, I was referring to specularity...
Warlord Zsinj
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Re: Reflective map surfaces.

Post by Warlord Zsinj »

See topic title ;)
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rattle
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Re: Reflective map surfaces.

Post by rattle »

Light reflection :P

What ever, good idea etc.
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smoth
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Re: Reflective map surfaces.

Post by smoth »

sm3.... :cry:
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Forboding Angel
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Re: Reflective map surfaces.

Post by Forboding Angel »

*sigh* :? :cry: :cry: :cry: :cry:
trepan
Former Engine Dev
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Re: Reflective map surfaces.

Post by trepan »

A specular overlay widget I wrote while testing the $heightmap texture:

Image
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Forboding Angel
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Re: Reflective map surfaces.

Post by Forboding Angel »

O_O!!!

*Little Oliver Voice* Please sir, may I have some more?
Warlord Zsinj
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Re: Reflective map surfaces.

Post by Warlord Zsinj »

Nice.

How much actual control do you have with the specularity widget? Could you, for example, get it to read a greyscale file embedded in the map file?

Without control over the specularity, much of the advantages of this are lost - one of the most important elements of specularity is being able to set it as being different on different surfaces, as well as being able to break up the specularity with noise, so that certain surfaces don't reflect as a flat plane, but reflect with intentional noise, etc.

As cool as that shot is, you can already see what the problem of a generic specularity level does - it makes the ground feel like it's made up of plastic.

I must say that it does heaps for appreciation of depth of field when looking at a low eyeline.
trepan
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Re: Reflective map surfaces.

Post by trepan »

Using the $heightmap texture (a 32-bit float texture), to generate
the heights and normals across the entire map isn't a great way to
go about it. The $heightmap texture is intended more for situations
like the volcano widget where you need to read the height where
particles might be hitting (or for the occasional ground decal).

All that being said, it's slow (approx 20 fps without shadows or
water on my nvidia 7900). It would be much faster to use VBOs
and not have to do the vertex texture fetches (especially the extra
fetches required to generate normals).

P.S. for parallax / relief shaders, I usually do use an RGBS texture
so that you can specify the specular factor using a texture.
example: http://trepan.bzflag.bz/spring/jpg/relief.jpg
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Neddie
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Re: Reflective map surfaces.

Post by Neddie »

Would that also function for reflectivity?
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rattle
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Re: Reflective map surfaces.

Post by rattle »

You'd have to adjust the shader. You'll need masks for both effects as WZ mentioned. They're similar to the metal map, except that you can combine them into one image and use the third component for something else (like glow or what ever).
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Gota
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Re: Reflective map surfaces.

Post by Gota »

Omfg Omfg!!!!i want this for my snow/ice map...Where how ..how do i add this to my map???ah wait its slow...
So anyone might want to take it and fix it?
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