Game Development Community

Partially reflective dts model

by Kevin · in Artist Corner · 03/17/2003 (7:27 pm) · 2 replies

hi, i have been trying to make my dts model partially reflective with the env map but i have no luck so far.

i have tried everything i can think of and i followed what's on the forum as well. I just can't get it to work. I am using a 3ds max5 with the max5 dts exporter.

I have tried:
- checking the reflection box in the material editor. no reflection

- checking the reflection box in the material editor and put a png file in the slot...... but i only get full reflection.

- followed the LOD setup on the thread http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2052
no reflection

- using a png file with alpha channel and half of the pic is black. so i could test if i could get only half of the model reflective. But i get no reflection at all.

please please ..... somebody please tell me what to do to get partially reflective marterial for dts models. step by step would be most helpful.

Thanks

Kevin

#1
03/17/2003 (8:08 pm)
To get variable reflection for a dts model:

.png texture - you should make your texture so that the part you want most reflective is closer to full opacity, and the part you want non-reflective is almost fully transparent. Its best to separate your reflective and non-reflective parts with layers. For instance, for dull parts of my object, I have the layer at about 2% (you cant see it) and my very shiny parts I have at 70-80% (highly reflective but you can still see surface details).

Max - apply your texture to the model, setting it up as usual (it will still appear proper there, even with the strange look of the translucent parts in the png), and make sure the reflectivity is checked, and at 100%. You should then have different levels of reflectivity on your object when you export it to Torque.
#2
03/17/2003 (10:55 pm)
thanks Frederick. Now i can have all the reflection i need and where ever i want. Big thanks Frederick.

Kevin