Pirate Myke: I uploaded all the new files to
daily3d.com
Use this version: 1.141beta.zip
Bugsy: illumination maps only work in highest , i played around and noticed they don’t shine as mush and FPSC so i added a option to boost the effect ( to take the illumination to bloom level ). #define BOOSTILLUM
TGPEG:
for things like glass or slightly reflective things like floors
cube_basic.fx , will mix in evenly diffuse and cube reflection. transparency is supported , so this one will be great for floors with little reflections.
cube2_basic.fx , will mix in cube reflection based on alpha , lower alpha means more cube reflection, this one will work out of the box on default media that have glass/windows and mix this in using the same texture, so your windows will get reflection but not areas with no alpha. this also support transparency. So you could lay a transparent plane above your “road” to simulate a puddle, and it would look like water
cube3_basic.fx , will allow you to make really reflecting object like metal/mirrors … it also support cube reflection using the alpha as a reflection mask , so if you put 255 in the alpha you get a mirror only cube reflection is displayed, if you put 0 in alpha only diffuse is displayed. using 128 in alpha will mix evenly. This could be used to make a “wet” look , if you have a road texture you could set the alpha to around 80 and your road will get some cube reflection and the surface will look wet. this one don’t allow transparency as the alpha is used as a cube reflection mask.
stor: you should be able to make a puddle see above, i also hope some of the artist here will make a video about the process making a cube map
best regards Preben Eriksen,