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Environment maps using LW2DTS exporter

by Andy Hawkins · in Artist Corner · 12/07/2005 (6:22 pm) · 4 replies

How do I set this up to get an environment map on an object in Lightwave to show in TGE running it through the LW2DTS exporter please?

I figured the transparency works on at least 1% to do alpha transparency, but I don't know how to get environment maps working.

#1
12/07/2005 (11:53 pm)
Just place the reflection map as the texture in the reflection channel... I don't remember perfectly but I think anything below 1% doesn't show up.
#2
12/09/2005 (7:18 am)
Thankyou. At 1% or more the reflect map in show tool pro says its reflectance map only, and when I hit the EM button, the object is completely reflective.

Any ideas how I can cut the effect back so I can see the texture underneath (metal etc)?

EDIT - I loaded it into Torque just to test it, and it's completely reflective in there too.

www.drewfx.com/Torque/ReflectMapError.JPG
#3
12/09/2005 (8:06 am)
Greetings!

It looks like you've set everything up in LightWave correctly. Now all you need to do is modify the alpha channel of your applied color textures to control the amount of reflection.

- LightWave Dave
#4
12/10/2005 (7:38 am)
Thankyou Dave - I spent a frustrating afternoon trying to get it work and then...

... got it to work using these settings...
www.drewfx.com/Torque/ReflectionSettings.jpgActually in the pic above 50% reflection is too much. About 15% is good.

Setup in Lightwave
You need a colour map and reflection map - but Torque only seems to sample the first pixel of the reflection map (a PNG with varying alpha depending on the effect you want) so you may as well make an 8x8 png for this purpose.

Adjust reflectivity
Totally transparent (100% alpha) lets the reflection through - adjust the amount in Lightwave and 100% opaque (black or white - no alpha) stops the reflection.

Masking reflections
Once part of the object is reflective everything becomes reflective, so I had to put a black texture in the reflection channel in Lightwave for the tyres. UV mapping seems to be ignored

Question:
How can I change the reflection value over a surface? I thought by making a patchy PNG it would do the trick, but Torque doesn't work this way. Without slicing up the geometry (as I have done for the tyres to make them not reflect, and windows to be more reflective) how could I make the chassis less reflective on the bonnet and more reflective toward the back of the car?

Here's a snap of the reflections working okay...
www.drewfx.com/Torque/ReflectMapFixed.JPG