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[GFX MOD] Re-flections; Putting 32bit textures on top of mirrors
Topic Started: Jun 8 2015, 06:50 AM (17,150 Views)
Marv
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No, I won't replace RVZ.
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This is a WIP mod. I am currently looking for some feedback.
Thanks to the 1.2 patch, Re-Volt supports textures with an alpha layer. Certain parts of the textures can be more transparent than others. This can be used to create more convincing mirroring effects of floors.

[spoiler=Screenshots]
Posted Image
Posted Image
Posted Image
[/spoiler]

Included levels:
market1
market2

Known issues:
.vis cannot be deleted, ceiling disappears sometimes
some faces need to be fixed

Plans:
Create env maps for all levels
First update all levels with mirrors,
then add additional mirrors, e.g. for rain effects on toytanic.

Download

Backup game files can be found here

[spoiler=changelog]
2015-06-08
added market2 (w, ~2a.bmopq, fob, inf): added skybox and eliminated mirror fog
2015-06-08v2
added market1 (w, ~2a.bmopq, inf)
[/spoiler]
Posted Image
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Gotolei
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Let's try something
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Doesn't seem to be working in RVGL :/
Was the wrong .w copied in? The timestamp on it is from 1999 and the perms set to read-only.
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Marv
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No, I won't replace RVZ.
[ *  *  *  *  *  *  *  *  *  * ]
The timestamp is weird. It is the correct file, though. I will try it with RVGL myself.
Edit:
[spoiler=Screenshot]Posted Image[/spoiler]
It kind of works but it is indeed broken. That's sad ):
Edit: It might just be the mirror variables in the inf file. Let's see if I can do anything about that.
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Gotolei
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Let's try something
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It is indeed the inf, though not the mirror part :P

[spoiler=broken]FARCLIP 100000 ;Far clipping distance (draw distance)
FOGSTART 100000 ;Fog start (slightly less than FARCLIP)[/spoiler]
[spoiler=not broken]FARCLIP 100000 ;Far clipping distance (draw distance)
FOGSTART 99999 ;Fog start (slightly less than FARCLIP)[/spoiler]
http://i.imgur.com/ZbkujPz.png

Awesome stuff btw. Looking forward to having this on market1 and the toy worlds :)
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Marv
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No, I won't replace RVZ.
[ *  *  *  *  *  *  *  *  *  * ]
Thank you so much!
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R6TurboExtreme
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Re-Volt Chieftain
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That are some really clean floors. Looks super great! Looking forward on more!!!
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RV_Pure
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Re-Volt Car Designer, Blender Modeler
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Wow, your reflections on supermarket looks awesome. :o

That gives the track more realistic touch.
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Marv
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No, I won't replace RVZ.
[ *  *  *  *  *  *  *  *  *  * ]
I'm waiting for a fixed version of the blender plugin right now. The most recent one has a serious issue with the effect I am using here. It'll be on halt until then.
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SebR
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Intermediate
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you know that using blender on stock track will loose bigcubes settings ...

but it's look realy great B)
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kay
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Re-Volt Chieftain
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What's this awesomeness ?
Definitely go ahead with this mod ! :)
It wouldn't hurt visiting my blog or Re-Volt frontend's :)
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Ciccio
Alias Re-Volt Master Member
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Is this awesome mod compatible online? Sorry, I can't test it right now.
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Gotolei
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Let's try something
[ *  *  *  *  *  *  *  * ]
Yeah, it should be compatible. It only changes the appearance - there's nothing different gameplay-wise.
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Ciccio
Alias Re-Volt Master Member
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Great then, I hope in more tracks with improved reflections, especially the museum ones. Will the 'see the pickups through the floor' bug still be present on museum 1?

Also, which skymap is Marv using? It looks really cool.
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Marv
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No, I won't replace RVZ.
[ *  *  *  *  *  *  *  *  *  * ]
I hope I'll be able to provide more tracks with updated reflections at some point. The museum tracks can be fixed but that will take even more time.
The skymap is from BigBit's iOS port of the game. It is included in the HD patch (which also is still not really usable...).
https://copy.com/z1iRlw2oVugggSSy Go to levels/nhood1
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Ciccio
Alias Re-Volt Master Member
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Thank you, and good luck with the mod, I'll download the market levels as soon as I return home. One last question, are you going to do the frontend and market battle?
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Gotolei
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Let's try something
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I'm not sure if it was oversight on this mod's part or what, but the animations on the conveyors in market2 run far slower than it looks like they're supposed to.

Copied the frame intervals from market1:
https://copy.com/zMQbEWtFexAXHDTQ
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SebR
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Intermediate
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you find an original bug that i already fix

here

[youtube]https://www.youtube.com/watch?v=eZyMEiYMuSQ[/youtube]
the buggy conveyor
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