This may seem difficult for a beginner.
The mirror shader is called FlatMirror for a reason.
Firstly, each mirror plane must have its own meshgroup (cut). That is, a mirror box will have six meshgroup: a Phong group for the bottom and five FlatMirror groups for each side. Plus Dropshadow if you like.
Where do you get so many FlatMirror groups?
You can:
a) find an item with 6 groups and change their shaders;
b) clone a mirror and duplicate the FlatMirror group in TSRW.
Secondly, you need to edit each mirror meshgroup so that the mirrors reflect correctly. Actually, so many groups are needed for this.
Warehouse > Model LOD 00000000 (or Model) > Data > Meshes — Edit Items > FlatMirror > Type "mirror" in the search box.
MirrorPlaneNormalThe values are in this order: x, z, y. Note that the Y value is inverted.
Here and
here are the ways you can get the normal vector in Blender. Or use
Y.A.V.N.E.Example 1.Object > Apply > Rotation & Scale (Ctrl+A) > Edit Mode > Select a mirror plane.
In Studio:
| x | z | y |
MirrorPlaneNormal | 0 | 0.301418 | 0.953492 |
MirrorPlaneOffsetThis is the distance from the world origin to the plane.
The equation of a plane in 3D is:
where (A, B, C) is the normal vector,
(x, y, z) are the plane coordinates in meters,
D is the distance from the origin to the plane. This is MirrorPlaneNormal.
So
Example 2.Apply Rotation & Scale > Edit Mode > Select the plane.
Normal vector:
A = 0
B = -0.827325
C = 0.561723
Global coordinates:
x = 0.159474
y = -0.369184
z = 0.433747
And MirrorPlaneOffset:
D = - (0*0.159474+(-0.827325)*(-0.369184)+0.561723*0.433747)
D = -0.5490808
In Studio:
In the game:
You must repeat this for each mirror plane and then copy the resulting data to each LOD.
Example 3. | |
Before | After |
mirrorbox.package