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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 03-07-2005, 12:47 AM   #11 (permalink)
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Wouldn't that lag the game a little?
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Old 03-07-2005, 02:42 AM   #12 (permalink)
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Quote:
Originally Posted by Airstriker";p=&quot View Post
There is a possiblity you didn't copy the Shaders options completely, and that's causing the problem.
I've gone over it 5 times now and my settings are EXACTLY the same as the ones in the pic. The reflective part shows up in W3D viewer but it's overpowered the base texture.

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Wouldn't that lag the game a little?
It's only for the dome of one building which has a build limit of 1.
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Old 03-07-2005, 02:50 AM   #13 (permalink)
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use two passes
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Old 03-07-2005, 03:03 AM   #14 (permalink)
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[quote="key0p";p="115220"]
use two passes
[/quote

In which way? Should Pass 1 just be the texture and should Pass 2 Stage 0 Texture be the reflection?
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Old 03-07-2005, 06:30 AM   #15 (permalink)
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I had a look at CBSecretLab.w3d(if that is what you mean), and it does not use any kind of reflection at all.Its just a standard material.

To make a reflective glass suface, use the reflection texture on pass one, with opaque shading and enviroment vertex mapping.

On pass two, use the building/unit texture.There should be an alpha channel appropriately shaded on the glass sections of the texture.Use Alpha Blend shading, and change the ambient colour to white.

*Edit AH I see you wrote SECRTLAB_G, I looked at several of the lab models but obviously not that one, as it is reflected Anyway, its still the same process.
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Old 03-07-2005, 03:03 PM   #16 (permalink)
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Maybe it is Enabled ingame with the can_cast_reflections KindOF
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Old 03-07-2005, 04:10 PM   #17 (permalink)
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Its not that.Open them in w3dviewer or with renes material script.

SECRTLAB.w3d does not use a reflection texture, while SECRTLAB_G.w3d(Im assuming 'G' is for 'glass') does.
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Old 03-08-2005, 02:21 PM   #18 (permalink)
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Originally Posted by key0p";p=&quot View Post
SECRTLAB.w3d does not use a reflection texture, while SECRTLAB_G.w3d(Im assuming 'G' is for 'glass') does.
Actually the "G" is for GARRISONED. I've tried a few combinations in Renx and can't seem to emulate the exact effect. However I realised that the texture I was using did not have an Alpha layer. I'll keep trying but I've got a good idea of how to acheive the desired effect. Thanks alot Keyop for explaining.
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Old 03-10-2005, 08:21 AM   #19 (permalink)
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in fact, it uses two texture to create this effect, just for the windoes.

You start in the textures tab, by assigning your regular texture bitmap to the "stage 0 texture". For stage 1 you need a nice looking sky or environment bitmap. While still on stage1 set the pass hint to "environment map".

Then jump to Vertex Material and choose "WS environment" for stage 1 Mapping. It is by far the best looking.

that will get the outcome you want.
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Old 03-10-2005, 01:47 PM   #20 (permalink)
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It wont get him the outcome he wants if he is trying to replicate a generals reflection, they use enviroment, not ws enviroment.
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