Egon wrote:"IS there something to reflect in this case?" - well, we do have sky...
Hm, I see. But I assume the sky is far away. The parameter which defines the distance to the farest object to be included into the reflection calculation is "envradius". So there's a change increasing this value to encompass the whole sky will help; but the value must be really high, 5000 maybe? 10000? I am not sure if this will not cause terrible lag, because then *everything* in Ahra Pahts will be included.
For this reason, creating an environment map for the reflection would be the better solution, I guess. But I have never tried envmaps myself; that's something I still have to learn as well.
Egon wrote:"You could try to fake an envmap to have "just something" to reflect." - what do you mean?
Umm, not sure if I get it right what you mean with this question.
Let me try to explain. An environment map is something you can use to simulate an environment a waveset should reflect - instead of using the real environment. Like a skydome, but much smaller, and cubic, showing objects the waveset should "see" - but it's not visible for the avatar.
Once you have created one, it will be included in the waveset AlcScript as a reference. Then the environment of the waveset should/will no longer be calculated in real time, but loaded from a texture when you enter the age.
EDIT:
Egon wrote:Yeah. For now it will work for me. Once my objects shapes will be "stable" (I would not need to change them anymore) I will split them into seperate objects and fix vertex painting.
By the way, a great tutorial which explains the difference between objects, meshes, linked copies etc. can be found here:
http://www.gryllus.net/Blender/3D.html
( choose [Blender Video Tutorials] => [Basic Blender GUI] => Blender Data Blocks Part 1&2 )