This is a very nice and very important option for real looking glass and water.
You will have to make a new texture and chose the option from the "Properties"
Panel as > Class'Engine.CubeMap'
Give it a name and click "New".
WARNING !!!!
The Cubemap will not accept one single chosen texture having a different size than
the other selected textures, with other words, all cubemap textures got to be same size.
The engine will simply crash and close, no other action will be allowed.
The cubemap lets you create the six sides shown as a reflection in
glass or water according to the six possible planes a human eye can see when
looking at something.
These six planes beeing left, right, down, top, back and front.
So obvious as possible, you understand that the six textures
you will make and use here are those six views from where
you look at the water or the glass.
Test your map, just to take the screenshots, exit the test-game and open the 6 screenshots
with photoshop.edit them, and if possible reduce'm to some reasonable size.
Import them in your texturepack, and compress them to DXT3.
Now in you fresh Cubemap you will be able to see this >>
You will have not much options, but there's no need for more
as this is only what it is made for, six face textures.
Expand CubeMap » Faces
now load all your textures you made and arranged in photoshop
like this »
0 : Backview » with its floor to the right
1 : Front » with its floor to the left
2 : Left » with its floor to the top
3 : Right » with its floor to the floor
4 : Top » no direction, this one is the sky
5 : Bottom » same as top » water or floor.
Now, to use this CubeMap you will need another textural option
The Texture Environement Map
TexEnvMap, short for Texture Environnement Map.
As all other special textures, you will have to create this one from scratch
New texture > Class'Engine.TexEnvMap'
This is more a collection of six textures used by the cubemap and
make it move along with the players movement according to this cubemap.
The EnvMapTypes >> EM_WorldSpace and EM_WorldSpace are chosen here in this texture.
EM_WorldSpace is more for water and Horizontal planes,
it takes the reflection with the players position in horizontal moves.
As if the reflection remains on same place but follows the player
EM_CameraSpace is more like the brilliance in metal surfaces
the reflections image follows the players sight, meaning that the
player will mostly see only the front and side cubemap textures
following him.
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