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Re: Hey guys, figured out a way to get dynamic reflections

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fdfxd is not online. fdfxd
Joined: 02 Apr 2010
Total Posts: 18382
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 is not online. iiS8
Joined: 12 Oct 2015
Total Posts: 4366
02 Mar 2016 12:05 PM
cool


m
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fdfxd is not online. fdfxd
Joined: 02 Apr 2010
Total Posts: 18382
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 is not online. kpersfan
Joined: 13 Sep 2010
Total Posts: 5083
02 Mar 2016 12:09 PM
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fdfxd is not online. fdfxd
Joined: 02 Apr 2010
Total Posts: 18382
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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