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Sorry. I haven't worked with Source for a long time
How did you make the real time reflecting floor? I'm curious
Explained on this comment section
take a look at the link in the description
1.place cubemaps in your map
2.Compile your map
3.Open VIDE and press the button on the far right side
4.Click "Open"
5.Select everything where it says "Texture" or "Texture (HDR)
6.Click "Un/Delete"
7.Then save it by clicking the second button from the left
8.Now exit the program
9.Now place that BSP-file to your game's "maps" folder (if it isn't already)
10.Start your game and type "buildcubemaps" in the console
11.Now you may need to restart your game
12.Finish!
The material's VMT-file looks like this:
"lightmappedreflective"
{
"$basetexture" "newtextures/woodfloor"
"$bumpmap" "newtextures/woodfloor_bump"
"$surfaceprop" "Wood_Plank"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "0"
"$refracttint" "[.5 .5 .6]"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "1"
"$reflecttint" "[.2 .2 .2]"
"$fresnelpower" "0"
"$minreflectivity" "0.8"
"$maxreflectivity" "1.0"
"$normalmap" "newtextures/woodfloor_bump"
"$bumpframe" "0"
}
This video might also help you
https://www.youtube.com/watch?v=rkz_DwFDzgA
*I do see the lighting its just I want to be able to put this detail into my maps!*
2.Open your maps bsp file on VIDE's Lump editor
3.delete everything where you see "texture" or "textureHDR" (or something like that)
4.click save
5.in game open your console and type "buildcubemaps"
6.Now restart your game and you have nice reflections
is it a bug?