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PostPosted: Thu May 21, 2009 4:07 pm 
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Is it possible to create mirror materials in rFactor that reflect objects-- and not just the cube map?

I'm thinking the answer is "no" but I thought I'd check.

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PostPosted: Thu May 21, 2009 4:55 pm 
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Not that I know of. Then I thought of the spinner. Hmmmm

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PostPosted: Fri May 22, 2009 9:06 pm 
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I think I've read that the answer is "no". But I can't find it. And I don't remember if it was here or at RSC.

Anyway, since I'm working on something that kills frame rates, I figured I'd try to add something that ought to make sure that they stay dead.

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PostPosted: Fri May 22, 2009 10:33 pm 
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ZOMBIE FRAMERATES
AHEAD!!!!




Aim for the head. [smilie=axed.gif]

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PostPosted: Sun May 24, 2009 3:39 pm 
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In 3dSimEd, select the material that you want to be the mirror and select the "Render Target" checkbox near the top of the Material Dialog.

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PostPosted: Sun May 24, 2009 6:07 pm 
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:roll: This is not what he was asking.... :roll:


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PostPosted: Sun May 24, 2009 9:47 pm 
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That's right. I'm looking for highly reflective road and wall surfaces. There are a couple of shaders listed in SimEd that might work-- rain reflective, for instance-- but I don't know if they are rFactor shaders. The surfaces don't have to be 100% mirrors, either.

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PostPosted: Mon May 25, 2009 8:48 am 
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I cant wait to see this thing you are working on :) Maybe indulge us with a screen shot or two? :)


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PostPosted: Mon May 25, 2009 7:03 pm 
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I'm afraid it will be a crazy fun house track lol

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PostPosted: Mon May 25, 2009 11:46 pm 
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It will fall into the novelty track category, yes.

I investigated the spinner mirror function. There is a reflective material in the default rFactor spinner. However, the car parts are also labeled as reflective in the *Spinner.GEN file. I assume that one requires the other-- the material will reflect only GMT's labeled as reflective. I'll investigate further when the time comes.

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PostPosted: Wed May 27, 2009 3:59 pm 
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Aren't some variables GEN file specific?

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PostPosted: Mon Sep 07, 2009 12:27 pm 
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NathanRitchie72 wrote:
I cant wait to see this thing you are working on :) Maybe indulge us with a screen shot or two? :)


You have enough to go on with these. It is an idea track at it's core, after all. Though one idea is not depicted in the screen shots.


Attachments:
GRAB_000 small.JPG
GRAB_000 small.JPG [ 84.19 KiB | Viewed 968 times ]
GRAB_025 small.JPG
GRAB_025 small.JPG [ 64.04 KiB | Viewed 961 times ]
GRAB_026 small.JPG
GRAB_026 small.JPG [ 113.52 KiB | Viewed 976 times ]

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PostPosted: Mon Sep 07, 2009 1:37 pm 
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Wow. That's quite the track. A glassy surface in space. Can't wait to try it out. Just a few questions. How do you get the gravity? Do you have each car pressurized, or does the driver wear a pressure suite? And how do you keep the cars cool in a vacuum environment?

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PostPosted: Mon Sep 07, 2009 1:46 pm 
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It is an illusion. It is the same old game with standard mods, but with a different take on track and environment textures. If someone wants funky physics to go along with it, then they would need to develop them within the restrictions of the game.

In science fiction terms, you could claim that the technology used created an area of 1G in a specific direction ("down") on and around the track area. This technology also created an atmosphere within the same area-- since the Earth has none (oops!). I suppose a slight fog effect should be implemented to represent that bit.

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PostPosted: Tue Sep 08, 2009 12:43 am 
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I would like to know how you get the snowy effect :) I am working on that for a mod of my own, but yours looks better than mine :)


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