flyby 0 Report post Posted November 27, 2003 After reading a request on how to make reflective surfaces, I decided to share some of the alchemy to turn bitmaps into quicksilver :D A test sample of what you can achieve: [shamless PR] Blitz2 will include several superb "silver birds" that will display some of the graphic quality you've been missing in generals... [/shameless PR] ;) Now the way to do it : A reflective surface is in fact a composite of 2 bitmaps: one bitmap with what you could call a "normal" texture and one that will serve as reflection. You need to adjust the texture settings on 3 levels: -Vertex Material -Shader -Textures You start in the textures tab, by assigning your regular texture bitmap to the "stage 0 texture". For stage 1 you need a nice looking sky or environment bitmap. While still on stage1 set the pass hint to "environment map". Then jump to Vertex Material and choose "WS environment" for stage 1 Mapping. It is by far the best looking. Get to the Shader tab now and set the advanced option like in the picture. STEP 1 STEP2 STEP3 In some cases you're better by setting Pri Gadient = Modulate Share this post Link to post Share on other sites