Reflective surfaces [Solved]

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Reflective surfaces [Solved]

Postby Koolaid7g » Sun Mar 26, 2006 3:24 pm

How would I go about making floors reflective as to give them a polished look?

TAWArtemis

RE: reflective surfaces

Postby TAWArtemis » Mon Mar 27, 2006 3:14 am

Look at Theed that shipped with either 1 or 2. The floor is high gloss. I believe it is an .fx file you refrence.

mnl1121

RE: reflective surfaces

Postby mnl1121 » Tue Mar 28, 2006 5:29 pm

artemis, i can't find anything in any .fx files that has something about high gloss.

theguarder

Postby theguarder » Tue Mar 28, 2006 5:48 pm

I dont think that it is a .fx file that is making the reflect... earlier when i was making a map for SWBF1 I had the opposite problem... i wanted to remove the reflect and i didnt know how, so i asked Psychofred about the reflect and he said that it was the Phong that did this... so to add a reflect you would have to Make a new model or wait for Bconstructor2 and reexport it.

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Postby Koolaid7g » Wed Mar 29, 2006 2:31 am

wow. I found a 'reflective' option under the add regions tab. I'm futsing around with that now...

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Postby Rends » Wed Mar 29, 2006 7:36 am

You need to create the model you want to have reflections on in XSI.
If you let´s say want a reflective ground you need to make the ground transparent. Next duplicate mirror the model and add it it to your model.
Once done export it in msh format.
Load it into your map and create a box region and name it it reflection if i remember right. Place the box so the downside of the box will be at the floor of your model. You need to do this because it will now reflect the soldiers on the ground.

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Postby Koolaid7g » Fri Mar 31, 2006 5:27 pm

thank you sir!

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