Author Topic: Ultimart  (Read 2590 times)

It's a fairly old design. It works quite well though.
Hey anyone know how reflections were done in the original Deus Ex in Unreal Engine 1? The reflection updates and it is extremely crisp and render-textures aren't very crisp..


Walking through there must make you feel like a vampire or something. Odd, but neat idea!



Ugly

User was banned for this post
wooho-

dammit. I knew I shouldnt have been so blunt.
forget

Nice reflection. Though, For a mart it's sort of empty and the shelves don't really have that much of a deposit space. I can figure that you did that in order to have a perfect reflection (give or take), but still. It only has a single shelf with 2 items on it. Just add more than that and it's nice.
Nice job so far nonetheless.

I hope when badspot actually decides to update his game with new content (That isn't just downgrades of add-ons like how the teleporter is just a space-whoring SetPlayerTransform box), I hope he adds Render Textures and Shadow Volumes / Stencil Shadows. ;)


What?
They're used to create real-time reflections in games, some people have reflections that just take from your current viewport and use those for reflections, other times it is a 3d plane that does this weird screen position scan.

You can distort textures and even render textures and people use this to simulate a distorted reflection as if it is a rain-soaked cobblestone road.