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Reflection Probes simulate reflections by projecting a view of their surroundings onto nearby surfaces[1]. In Overload they're often also used to provide some additional light in a level.

Size and Placement[ | ]

Reflection probes are always axis-aligned boxes.

Default Behavior[ | ]

By default, the Overload Level Editor places one reflection probe at the center of each chunk. Each reflection probe is just big enough to cover their chunk.
Default reflection probes refresh whenever the corresponding chunk is activated. Unfortunately this leads to some visual artifacts as upon refreshing, things like explosions, ship engines, and even the game's HUD are captured in reflections.

With LevelPost[ | ]

LevelPost is able to remove or replace reflection probes placed by OLE. It can also change the default reflection probes to never refresh (force always on).

Manually Placed with Box Lava[ | ]

LevelPost can convert Box Lava trigger entities into reflection probes. The size properties of the trigger are passed on to the reflection probe. The rotation of the trigger is ignored because reflection probes are axis-aligned.

Manually Places with Custom Entities[ | ]

It is also possible to place reflection probes into a custom prefab in Unity, and then insert the prefab into a level using LevelPost. While this is more complicated than using Box Lava triggers, it does allow for changing all reflection probe settings.

Notes[ | ]

  • There is a large black wall on the XY-plane that is captured in reflection probes. Consider moving your level geometry away from the origin to avoid this.
  • Changing your resolution in-game will cause reflection probes to refresh regardless of how they were placed.

References[ | ]

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