That's a cool idea, ro_sauce! I never even thought of that. *bookmarked*
http://wiki.beyondunreal.com/Legacy:Cubemap
You can just follow this tutorial and you'll be fine. Except you can reuse the same corona for multiple sides. You don't need to import them six times with different names. I also suggest using black squares (I think they have to have the same resolution as the corona. I.e. all sides of the cubemap need the same resolution, because I remember crashes when they were different. I could be wrong though) for a few sides instead of just coronas, or textures like the one J.D. suggested!
Once you configured the TexEnvMap to your liking you can blend it over your glass texture with a Shader, like ro_sauce said. I'm just writing down how you do this in a little more detail, just in case:
Put the transparent glass-texture in "Diffuse" and in "Opacity". The Shader should look like your glass-texture now.
Now use the TexEnvMap as its "Specular". It should look like your glasstexture with a very strong shininess now.
Now use an alpha texture as the "SpecularityMask". This controls how visible the shininess is going to be. The more opaque this alpha texture is the more visible the shininess is going to be. You can try your glass-texture here. Works well enough in most cases, but of course you can also use another alpha texture.
That's how I would have done it too. Here is a tutorial that explains it with pictures and in more detail:so basically what you might want to do is alphachannel the edges of the glass shards, then put it as diffuse, then make a flared cubemap (you dont have to take 6 prespective pics, you can just use a corona or something bright for them all and make see which camera space looks best in the env texture) then make the it specific to the masked part of the diffuse texture.
or something like that, i'm kinda trying to do this from memory.
http://wiki.beyondunreal.com/Legacy:Cubemap
You can just follow this tutorial and you'll be fine. Except you can reuse the same corona for multiple sides. You don't need to import them six times with different names. I also suggest using black squares (I think they have to have the same resolution as the corona. I.e. all sides of the cubemap need the same resolution, because I remember crashes when they were different. I could be wrong though) for a few sides instead of just coronas, or textures like the one J.D. suggested!
Once you configured the TexEnvMap to your liking you can blend it over your glass texture with a Shader, like ro_sauce said. I'm just writing down how you do this in a little more detail, just in case:
Put the transparent glass-texture in "Diffuse" and in "Opacity". The Shader should look like your glass-texture now.
Now use the TexEnvMap as its "Specular". It should look like your glasstexture with a very strong shininess now.
Now use an alpha texture as the "SpecularityMask". This controls how visible the shininess is going to be. The more opaque this alpha texture is the more visible the shininess is going to be. You can try your glass-texture here. Works well enough in most cases, but of course you can also use another alpha texture.
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