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ded:reflection [2017-03-16 07:13] (current) skyjake
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 +====== Reflection (DED) ======
 +
 +Any surface (flats or walls) can be rendered with [[shiny surface]] properties. This allows for some very interesting tricks to be created such as specular "reflections". You can use a mask with the shiny surfaces to mask out areas of shininess but a mask can be used to also increase the effect of shininess on areas of a texture. Reflection definitions support the use of any of the new blending mode flags such as add and subtract.
 +
 +
 +===== Syntax =====
 +
 +  Reflection
 +  {
 +     Texture = "";
 +         # The wall texture this reflection will be associated with. A 
 +         # reflection can only be associated with either a texture or a 
 +         # flat, not both.
 +     Flat = "";
 +         # The flat this reflection will be associated with.
 +     Flags = flaga | flagb | flagc etc...
 +         # NEW in 1.9.0-beta6
 +         # noiwad: Don't use this reflection if the resource is loaded from an IWAD.
 +         # pwad: This reflection can be used with PWAD resources (for example custom textures).
 +         # ext: This reflection can be used with external resources.
 +     Blending mode = add;
 +         # One of the bm_* flags defined in Flags.ded. By default 
 +         # reflections use additive blending.
 +     Shininess = 1.0;
 +         # Strength of the shiny effect. 1.0 is the maximum value. This
 +         # is used as the alpha component when doing blending.
 +     Min color { 0.0 0.0 0.0 }
 +         # By default the shiny effect uses sector light as the basic color
 +         # of the effect. The Min color RGB values (0..1) can be used to
 +         # set a minimum light level for the effect so it'll show up even
 +         # in very dark sectors.
 +     Shiny map = "";
 +         # Name of the external resource that is used as the shiny map for
 +         # this reflection. By default the resource is searched in the
 +         # LightMaps resource directory. The shiny map is mapped onto 
 +         # reflecting surfaces using a mapping that resembles cylindrical
 +         # environment mapping. The dimensions of the map must be powers
 +         # of two, for example 128 x 64 or 32 x 128.
 +     Mask map = "";
 +         # Name of the external resource that is used to mask out the 
 +         # shininess of a surfaces. The mask map is mapped onto surfaces 
 +         # using the same texture coordinates that are used for mapping 
 +         # regular textures. The darker the texel in the mask, the fainter
 +         # the reflection becomes. The dimensions of the map must be powers
 +         # of two, for example 128 x 64 or 32 x 128.
 +     Mask width = 1.0;
 +         # A factor for the width of the mask. This can be used to make the
 +         # mask span beyond the mapping of the regular texture of the 
 +         # surface. For example, consider a surface with a texture that is
 +         # 64 texels wide. Regardless of the mask's horizontal resolution,
 +         # the mask is always mapped onto the regular texture so that their
 +         # edges overlap. If the mask width value is 1.0, the mask is as 
 +         # wide as the 64 texel original texture. If mask width is increased 
 +         # to 2.0, the mask is mapped so that it is as wide as a 128 texel 
 +         # texture.
 +     Mask height = 1.0;
 +         # A factor for the height of the mask.
 +  }
 +
 +
  
ded/reflection.txt · Last modified: 2017-03-16 07:13 by skyjake