fdfxd
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| Joined: 02 Apr 2010 |
| Total Posts: 18382 |
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| 02 Mar 2016 12:04 PM |
Now this isn't necessairily "dynamic" i mean it's not SSR, it's just cube maps that change depending on which location you go to
Think TF2,
Load up a map where the cubemap changes are obvious, like 2 fort 2, with sniper class
Notice how if you go to one side of the roof, the reflections change, what actually changes is the local cube map! >LOCAL CUBE MAP< It was so obvious,
All you have to do is seperate your game by "zones" then
make a baked out cube map of every "zone in your game" in your game, create a seperate sky
Make some sort of "ontouched" trigger that changes the sky box to the skybox of that zone
To ensure that this change is local Check filtering enabled.
It was so obvious! How did I not know this?
oh and, to bake the cube maps, just export to Blender and use a cube map render script to each "zone"
=Hard Surface 3D modeller of VGC= |
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iiS8
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| Joined: 12 Oct 2015 |
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fdfxd
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| Joined: 02 Apr 2010 |
| Total Posts: 18382 |
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| 02 Mar 2016 12:07 PM |
I have reason to believe that valve does this too because... just go to 2fort2.. and you'll see
Also DE_CBBLE,
or just watch this video https://youtu.be/6qyrwCB2l0o?t=66
=Hard Surface 3D modeller of VGC= |
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kpersfan
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| Joined: 13 Sep 2010 |
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fdfxd
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| Joined: 02 Apr 2010 |
| Total Posts: 18382 |
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| 02 Mar 2016 12:17 PM |
btw before mods move this to S&G or sth, this is not a suggestion, this is an actual thing you can do
=Hard Surface 3D modeller of VGC= |
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