Portal problems


(th0rn3) #1

Well this is a quake 3 arena problem, but et is using the same engine. Anyway… I have a brush w mirror texture, misc_portal_surface, targeting misc_portal_camera whitch targets info_notnull, my shader is ok, misc_portal_surface is within 64 units from a mirror brush, everything compiled with -vis, etc, etc. But the problem is that where is that brush I see an ‘out of bsp’ effect (remove a skybox from your map and you will see what i mean). Why is this happening? Same with the mirror


(Flippy) #2

Is it a normal, straight, one brush, worldspawn brush you applied the texture too? I tried to make a ‘wavy’ mirror once (like you see in mirror houses) and I got the same effect (it’s called HOM, Hall Of Mirrors effect).
I also got this when I tried to make a func_door_rotating with a mirrored surface.

Also, the most obvious reason why this could happen, do you have multiple mirrors in your map?
If one mirror can see another mirror, you get this effect (since then theoretically it is drawing the map infinitely many times).
If you do have multiple mirrors, make sure that they cannot see eachother. And be see eachother I don’t mean physically see eachother, but I mean see eachother in VIS terms.
Do you understand how VIS blocking works? If so, make sure every mirror is vis blocked properly.


(th0rn3) #3

Its vis blocked, single worldspawn, only mirror in my map