Glass and Envmap fate...

Glass and Envmap fate...

Postby stroEkris » 25 Feb 2013, 22:11

Hi,

While I was messing around with the editor and noticed this message:

Image
"quin dislikes glass material...." What does that mean?
I also heard that Quin is willing to remove /glass material from Red Eclipse; why? Even if Quin removes glass material, what will happened to the envmap? It will become obselete.
In addition, glass is the only type of material that supports enviorment maps (envmaps), I mean, there are NO textures that support envmaps (Currently).
Image
Sauerbraten has 2 textures that support envmaps, but again, Red Eclipse has none.

I'm just curious about this issue.

-stroEkris
User avatar
stroEkris
 
Posts: 7
Joined: 25 Aug 2012, 15:27

Re: Glass and Envmap fate...

Postby LuckyStrike-Rx » 25 Feb 2013, 22:57

You can add the shader yourself in your map.cfg.

bumpenv*

envscale: Rk, Gk, Bk - multiplies the environment map color by the factors Rk, Gk, Bk

Any of the above bump* shader permutations may replace "bump" with "bumpenv" (i.e. bumpenvspecmapworld), and will then reflect the closest envmap entity (or the skybox if necessary). They support all their usual texture slots and pixel params, in addition to the envmap multiplier pixel param. If a specmap is present in the given shader, the raw specmap value will be scaled by the envmap multipliers (instead of the specmap ones), to determine how much of the envmap to reflect. A calclight (if it has not been done before) or recalc (thereafter) is also needed by this shader to properly setup its engine state.


http://sauerbraten.org/docs/editref.html
Image
User avatar
LuckyStrike-Rx
 
Posts: 183
Joined: 21 Mar 2011, 14:07

Re: Glass and Envmap fate...

Postby stroEkris » 25 Feb 2013, 23:07

Thank you LuckyStrike-Rx.
User avatar
stroEkris
 
Posts: 7
Joined: 25 Aug 2012, 15:27

Who is online

Users browsing this forum: No registered users and 1 guest

cron