Registered Member #2587 Joined: [ 13:13 ] [ 07 Oct 2013 ]
Prepare for Epic:
(enable HD to see the effect better) EDIT: Now with glimmer shine effects. Video updated.
Probably the most realistic disco ball ever made for BF1942.
Came out much better then I expected.
It works by using two meshes. The reflection is a projection map generated in 3DS Max. This projection map basically projects a reflection of the room onto the ball which gets output to the lightmap file(s). I animated those like I did with the room's lightmap to increase realism. The mesh with the reflection remains stationary (since if it rotated it would brake the realism of the fake reflection). The rotation is achieved with a second slightly larger mesh. With that mesh I took a screenshot of the uvmap, then make the UVs appear black and filled in the squares with partial alpha colors (red, green, blue). It's got partial alpha on the colors while the grid lines are 100% opaque. I then saved that as the texture. This is the part that rotates.
I turned on specular and lighting for the outer mesh and added it to the disco_facet object (which replaced the original disco ball geometry on that mesh). The stationary mesh is it's own object.