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FPSC Classic Models and Media / Cubemapped Lightmapped floors

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2 Rogues
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Joined: 26th Dec 2008
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Posted: 24th Dec 2010 02:42 Edited at: 24th Dec 2010 02:43
I am sure many of you have looked at those floors on any shiny X10 powered game of today and wondered WOW, those floors look gorgeous!. The idea popped into my head today and I wanted to share my discovery with you all.

This will require:
Gimp or better of a image manipulation program
Some custom media
Metro theater shaders

Detailed Instructions:
First, fire up entity workshop and load up the model from sci fi moonbase floors labeled warning stripes.x (I think) Texture it any way you like as long as it's 512x512. Now, take the same texture and apply it to a segment. Now, create a transparent background in gimp and click copy on your 512x512 texture and select clipboard as the brush and paint within the borders of the transparency at 50 opacity. Now, save the partially transparent texture as the texture for the floor entity. Create the following maps: D, D2, N, I, and make sure the S is a screenshot of your fpsc room. Now, place your segment and layer the floor peices individually (very close to the floor) over the segment. [TIP]It helps if you estimate the size of the room before the creation of the entity so you don't have to deal with the lines marking the borders of your entities[TIP] Now, place your light, and test (multiple lights look ugly, so keep the cubemapped floors in small sections.


Pro Instructions:
Layer a partially transparent dynamic cubemapped floor entity the size of the type of floor you're using over the segment floor.

Whichever instructions you read, it should look like this:

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CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 24th Dec 2010 14:27
Quote: "I am sure many of you have looked at those floors on any shiny X10 powered game of today"


Very few games are X10 exclusive, and lightmapping + cubemapping can easily be done using X9.

It's a pity you have to shoehorn stuff like this into FPSC.

2 Rogues
16
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Joined: 26th Dec 2008
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Posted: 24th Dec 2010 16:59
Yeah, there isn't a shader for static cubemapping yet and I'm no shader asrtist.

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