OK I put a brush in front of the mirror brush and applied the clip texture and that stopped the player from getting cut off when leaning into the mirror.
But then I removed it and replaced it with a teleporter trigger that basically does the same thing, so if the player gets to close to the mirror now the player get’s teleported to the roof. =D
I was hoping that if a clipped brush or trigger was in front of the mirror, and the misc_portal_surface entity that’s locked onto the mirror, it would ‘block’ the view of any other mirrors in the area and not cause the flickering, but it didn’t work.
So now, instead, I’m trying to use the misc_portal_camera and info_notnull entities to project a view onto the misc_portal_surface brush but I can’t get it to work.
This is how I have the 3 entities set up, maybe I don’t have them set up right…:
classname: misc_portal_surface
targetname: portalsurface
target: portalcamera
origin: 640 304 72
This is the entity directly in front of a random brush with a walled texture. The instructions say to set the target to a misc_portal_camera that ‘sees’ the view you want to display on the portal (target: portalcamera).
classname: misc_portal_camera
targetname: portalcamera
target: viewfinder
spawnflags: 1
origin: 64 384 40
Instructions say to use the angles key or target a target_position or info_notnull entity to set the camer’s pointing direction (I didn’t see ‘target_position’ entity so I used ‘info_notnull’ entity, which gtkradiant says does the same thing).
classname: info_notnull
targetname: viewfinder
target: portalsurface
origin: 64 344 40
This is the info_notnull entity. I tried targeting the misc_portal_surface and the misc_portal_camera but neither one worked in projecting the view onto the portal surface.
If I can get the camera to work and put it with a teleporter, even if it means isolating them in different but identical rooms, I think I can create the illusion of a hall of mirrors.