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FPSC Classic Product Chat / Reflect UVmap on weapons

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Sven
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Posted: 28th Mar 2010 11:48
How must i call the reflect uv map? Reflectbounce or something? And can it be the same size as the original texture?

Cyborg ART
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Location: Sweden - Sthlm
Posted: 28th Mar 2010 12:27
I cant really see what you are asking about, but f you wonder aout reflection a weapon you would require a reflectiontexture _R

Sven
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Posted: 28th Mar 2010 12:57 Edited at: 28th Mar 2010 12:57
If i name a file reflectiontexture _R.dds it will shine that to the gun in the game?

Shadowtroid
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Posted: 28th Mar 2010 14:44
No, you would need a shader that supports reflection maps. And it would be named gun_R.dds actually.

Sven
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Posted: 28th Mar 2010 15:01
The reflection/shine shader called gun_R.dds?

Shadowtroid
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Posted: 28th Mar 2010 15:05
No, you will need a shader that supports reflection textures. I do not know what that is called.

And the file you will need will be called gun_R. The one that reflects.

SikaSina Games
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Location: Reading, UK
Posted: 28th Mar 2010 15:17
Technically, the bumpcubereflectalpha.fx shader works with reflections because it pretty much does what it says on the tin. It requires tex_D, tex_D2, tex_N, tex_C, tex_R and a tex_A for it to work. If you look in the shader file, you can find the parameters needed ie. {param}_N.dds. I've done it before on X9 but since X9 lighting is messed up on mine I don't use it anymore, but I may try X10.

-SSG

Sven
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Posted: 28th Mar 2010 15:58
i don't understand it

SikaSina Games
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Posted: 28th Mar 2010 17:19
Lol . Basically, the 'tex' would be gun, and add _D2 etc. to each part of the texture. It's hard, but it does work. For the _R map, you need any kind of bright picture (like a landscape) and it should map on the gun. Just mess around, that's what I'm gonna do . It's a hit and miss, you might nail the shader, you may not.

-SSG

Sven
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Posted: 28th Mar 2010 17:25
I only need a reflected scope :p

SikaSina Games
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Posted: 28th Mar 2010 17:27
Yeah, if it's an MP9/10 or Errant's weapons, there will be a separate scope texture (NOT scope1) but you can select the area you want a reflection amp and paste a picture in that region with everything else black. That should work (final last words xD).

-SSG

Sven
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Posted: 28th Mar 2010 17:33
Yeah, i'ts for the mp10 sniper. I gonna try it, ty.

SikaSina Games
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Posted: 28th Mar 2010 17:37
No probs . Remember to keep the primary texture (scope_D.dds) otherwise it won't render.

-SSG

Sven
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Posted: 28th Mar 2010 17:40
But please, can you explain me the proces step by step?

SikaSina Games
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Posted: 28th Mar 2010 17:46
Basically:

-Copy the scope_D texture file 2 times
-Rename it scope_R and scope_D2
-Open up the scope_R
-Select the scope part (a circular part with a fake reflection)
-Invert the selection to select the rest of the texture.
-Delete it and use a fill bucket to colour it all black.
-Invert the selection again to select the scope
-Find a picture of anything and copy it
-Paste it onto the selection
-Save it and try it in-game.

That should hopefully work, the steps were followed with Paint.NET .

-SSG

Sven
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Posted: 28th Mar 2010 17:49
Ty so mutch! I'm now on my itouch, it haven't got Fpsc on it:p

SikaSina Games
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Posted: 28th Mar 2010 22:16
Have you had any luck? It might not be noticeable at first but it should work .

-SSG

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