Reply To: Boz Mod

Bank Notes: 1,090
September 16, 2012 at 5:09 pm #15578

djbozkosz I would like to know more about the reflection on the pavement and on the tables in Italiano Garden. How he did it? Mirror’om usual’ date=’ or somehow special? And about the level of another ask boiler there, or not?[/quote’] 

Yes, I read yours discuss on the Mafiapub forum, but no, I didn’t used mirror visual object smile.png” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>

 

In the Italian garden tables:

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://www.djbozkosz.wz.cz/modding/boz_mod/m009.jpg&key=18133db434083b26c530551efb665aa292712ac847cbfaac75f59ef8b176da1d[/img]

I’m using environment / reflection map – which is created from wall screenshots from the bar.

And for the better realism, I’m simulating bump mapping with the second material on the tables. This transparent layer has same diffuse map, contrasting noisy alpha map and same env. map, but his normal vectors are little rotated in three axes – this causes a little offset on the reflection (In Zmodeler: Surface -> Normals -> Rotate):

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://www.djbozkosz.wz.cz/modding/boz_mod/m010.jpg&key=477591c376d72455bf7785f61801a65776fc8e77dcba3656f30bd7f83026743f[/img]

 

The second technique:

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://www.djbozkosz.wz.cz/modding/boz_mod/k018.jpg&key=517893dfd92c0c2826e181e4b91acc5a0165d4e3e0e9be7dced04d059552fab8[/img]

For reflection on the roads and pavements I’m using standard transparent material, but transp. materials have diffuse map and alpha map. And mustn’t change length of scene.4ds file, because on this model are linked face collisions and lightmaps. So you have to shorten length of texture names, to be able to “patch” old material with not changing length of file. Then I edited sky background and models of trees by creating “fake” reflection as reflected model under the trees and roads.

This is usable for night too, with modified lamps:

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://www.djbozkosz.wz.cz/modding/boz_mod/m015.jpg&key=fddfee82e811d0c7be94a013bcca25490b333e3ccec389caa26a3a095d3112c8[/img]

 

The screenshots with boiler are from my unreleased mission from the factory.

 

And at the end, something about mipmapping:

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://www.djbozkosz.wz.cz/modding/boz_mod/k019.jpg&key=8dbcb51a9ed387228ead8773af6b11e1bb59d7f84238bc3a46957e92d6817364[/img]

Mafia doesn’t support mipmapping but you can simulate it with same lods (level of details) with different textures.

You can it create in Zmodeler with creating :1 , :2 , … ehind the object names.

And on every lod you can apply different material. By default, the lod ratio in every object in 4ds model are set to 4000, but and modify it with hex editor. This technique increase framerate about 100% in the forest.