achieving simulated reflections

ghettotek
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Post: #1
just wondering how one would go about getting textured polygons to look "shiny" in the light. does it have to do with lightmaps? thanks.
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Luminary
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Joined: 2002.04
Post: #2
Multitexturing with the second texture sphere-mapped?

Look at the Q3A textures & shaders to see how they're doing it... there was an app called PakRat you could use to do it.
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Post: #3
If my memory serves me correctly, the Red Book has a section on texture transforms that give a small example of simulated reflections using a reflection map... use that technique on a second or third pass.
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Post: #4
are you talking about specularity (reflection of light) or just reflecting the world around you?
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ghettotek
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Post: #5
OneSadCookie: ok, i can see how it looks in Q3A/PakRat, but i want to know how its done. how is sphere mapping involved?

GoodDoug: i mustve overlooked it. that was the first place i looked. do you have a page number or a link?

skyhawk: i think im talking about specularity. basically i just want to add highlights to my polygons, and the highlight look slightly different at different angles. more specifically, im trying to achieve the look of shiny metal on a flat polygon. its kind of hard to explain, you know if you take a metal object and move it slightly in the light, you see the highlights moving? ive seen this done before using some "cheat" somebody was talking about.


thanks everyone.
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #6
If you look at the shader code in PakRat it'll probably tell you that texture coordinates for the second pass are being generated as a sphere map.

The Red Book has a section on sphere-mapping, under automatic texture coordinate generation.
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ghettotek
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Post: #7
ok so i got the whole sphere-mapping thing down. it looks nice, very impressive what automatic texture coordinate generation can do. now i got a bunch of shiny metal-looking objects flying around my window. gonna try to fix that.
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