breakable mirror? + please ansver my newest problem??


(kgbdino) #21

ok il do that

i have a building and want mirrors onn all the sides on the outside is that possible? :???: 

(carnage) #22

i have a building and want mirrors onn all the sides on the outside is that possible? :???:

from what i understnad yes,

i think what u mean is u want to be able to look out of the building clearly but see a reflection when you look inside

there is a sligh extra level of complexity to that though, as glass needs volume

*create a glass shader
*place you brush in the window frame and give all sides the glass shader
*copy your glass shader and create an extra pass in it that adds you mirror .tga, (by changing the darkness of the alpha channel will change how strong the reflection is over the glass)
*apply this shader to the outside surface to your glass brush

i think its nesasary to do it this way as glass needs all sides of the brush to have the glass surface perams to work correctly

i cant test this as my hard drive is dead at the moment so if somneone could tell me if this would work would be nice :drink:


(Jaquboss) #23

It is possible , however only not whole walls

  1. you can create one brush as building and use on it only mirrors from sides , however they will all reflect one view , so it will look strange , hard to explain , jsut try it
  2. creating smaller mirror brushes at each sides, BEWATE YOI CANT SEE TWO MIRRORS AT ONCE , if you will , one mirror will be inactive and it will make HOM
    EDIT: I can send you map showing it if you will pm me your mail…

(carnage) #24

CANT SEE TWO MIRRORS AT ONCE

by this do you mean u cant have two mirrirs on screen or you cant see a mirror from another mirror


(kgbdino) #25

Quote:
CANT SEE TWO MIRRORS AT ONCE

by this do you mean u cant have two mirrirs on screen or you cant see a mirror from another mirror

yes thats what he ment


(kgbdino) #26

well would it be possible to make 2 different textures called “mirror1” and “mirror2” in .tga format and then 2 scripts

textures/common/mirror1 
{ 
   qer_editorimage textures/common/mirror1.tga 
   portal 
   surfaceparm nonsolid 
   surfaceparm nomarks 
   { 
   map textures/common/mirror1.tga 
   blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA 
   depthWrite 
   }    
} 

and then a

textures/common/mirror2 
{ 
   qer_editorimage textures/common/mirror2.tga 
   portal 
   surfaceparm nonsolid 
   surfaceparm nomarks 
   { 
   map textures/common/mirror2.tga 
   blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA 
   depthWrite 
   }    
} 

would it then be possible to see 2 mirrors at once?


(No1_sonuk) #27

No, it’s a problem with a reflection of a reflection of a reflection…

I don’t think it’s that you can’t have 2 mirrors, I think it’s that you can’t have 2 mirrors that can see each other.


(carnage) #28

i think, cos the area on screen is not a true image its rederd by the engine differntly than the player point of view, and if you see mirror from a mirrir it will just see right though it

if there is a place on the map where this could acour placeing a sliver brush or something behind the mirror would stop the HOM effect althout u wont get a real reflection


(kgbdino) #29

well the mirror seeing mirror wont be a problem.
because the mirrors will be faced in a 90*degree angle with the mirrors facing away from eachother
(BTW if 2 people see in the mirror at same time but from different agneles will they see the same or will it work corectly?)


(carnage) #30

i would think they would see it differntly as i would asume that all visuals are renderd independant of the server


(kgbdino) #31

ok thats good
(reason i asked s because a friend of mine said that everybody would see the same as the person with the lowest ping)
and that would really be BAD


(kgbdino) #32

ok i tried to make a mirror but when i went into ET my mirror1.tga texture was black and orange
to make a misc_portal_surface? is that done by simple making a brush and opening entities window when brush is selected then type in Key: classname Value: misc_portal_surface ?
and does it have to be placed at same place at wall to look like mirror? placed next to the wall to look like mirror (with no space) or place it a bit away formt he wall that shall look like mirror anwith some space but not much?
and what i have to do to make my black texture look black in ET

oohh and shall the wall behind the misc_portal_surface be painted black or is it the misc_portal_surface that shall be painted black?
what is wrong?


(kgbdino) #33

ok.
here is what i did when i tried to make a mirror, and can someone who knows how to make one please ansver me and telling me what the f* i did wrong? thank you.

first i made a wall,
then i selected 1 side of the wall (using Ctrl+Shit+mousebutton)
then i used my mirror1 texture thats placed in my texture/common folder
then i made a 8unit wide brush covering the wall standing next to the wall without any spaces but they were not covering same units at any places
then i pressed "N" with the brush selected then i typed a KEY:Classname with a value of:misc_portal_surface

then i saved and converted.
and in ET it didnt work my mirror1 texture was black and orange and the mirror effect werent there

my mirror1 script:

textures/common/mirror1
{
qer_editorimage textures/common/mirror1.tga
portal
surfaceparm nonsolid
surfaceparm nomarks
{
map textures/common/mirror1.tga
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
}


(EB) #34

I have a mirror setup in a file here : www.spyjuice.com/ld.htm - get the “after beginner tutorial.pk3” and unzip it to find the .map file. shaders and junk included.