Ahh, I get it now. Thanks Alan =) That makes sense. I am new to this whole game thing remember. I am used to cinematics not logistics. =) Thanks for the lesson. Hope your having a good one. We missed you at KICK ASS! The movie was KICK ASS! You have to see it, it was great. =) Katie --- On Fri, 4/9/10, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: From: Alan Wolfe <alan.wolfe@xxxxxxxxx> Subject: [project1dev] Re: Random thoughts! To: project1dev@xxxxxxxxxxxxx Date: Friday, April 9, 2010, 1:21 PM "Can't you write a shader for reflective floors? Is that harder and more intense on the engine?" yes, pretty darn hard! And expensive (ie lots of work for the processor and video card)! The common way for people to do reflections is to actually render the scene from the point of view of the reflective object, and then whatever was rendered, it puts onto the object as a texture. That means for each reflection, you render the whole scene another time. If our game ran at 30fps, having one reflection would chop it down to 15 fps (thats a simplification but hopefully you get what i mean). Doing it the way i was talking about, it's just more geometry. More geometry comes at a price of course, but it's a simple solution that doesn't need to code to work... you could build a level right now using that technique without my help in fact if you wanted to :P On Fri, Apr 9, 2010 at 12:21 PM, katie cook <ktmcook@xxxxxxxxx> wrote: The faking reflective floors sounds silly. That would be way more taxing than we need it, wouldn't it. Can't you write a shader for reflective floors? Is that harder and more intense on the engine? Katie --- On Fri, 4/9/10, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: From: Alan Wolfe <alan.wolfe@xxxxxxxxx> Subject: [project1dev] Random thoughts! To: project1dev@xxxxxxxxxxxxx Date: Friday, April 9, 2010, 11:28 AM I was just thinkin of 2 things that might be pretty cool to play around with in our game. #1 - Faking reflective floors One simple way to do reflective floors is to have a see through floor and have the same objects below the floor that you have above it, but flipped over so they are upside down. Using this technique, we'd have to use script to put a model of the player under there too upside down, matching the movements (and later... animations) of the player (and any other dynamic objects) above to complete the illusion. Also with this technique, the floor could just use a texture with an alpha channel, so that way we could do stuff like make it semi transparent yellow if we wanted the ground to appear "golden" and we could even put non transparent parts onto the texture so it could be something like marble where some parts are reflective and some parts arent. Also, any directional and point lighting would have to be set up under the map but be vertically flipped, but we should be able to handle that by just creating another light volume for the underside of the map. It might look pretty good, it'd be fun to play around with making a map that did this and seeing how it looked (: #2 - Making scripted events and sounds that tie into animations If we have animations where we want it to play footstep sounds whenever the player walks, or have certain things happen at specific parts of an animation, we can set it up so that at specific keyframes it sends events to the game scripts (in the form of a string such as "playsound footstep.wav" or "SetPlayerModel blah.ms3d" if you wanted an animation to change the players model, like if the old man waved a wand at you). This is kind of cool cause with scripted stuff tied to animations, you just set up handling the event script side, but from there, it's up to the animators to decide at what point the things actually happen so if they want to make a wave wand animation longer and more dramatic before it turns someone into a frog or something, they can just modify the animation and put the animation event string on the frame they want it to be, and the game will just work in the new way.