View Full Version : need mirrored floor
12-10-2003, 06:36 PM
anyone know how i can get a reflective floor like this?
12-10-2003, 07:19 PM
I never understood why LucasFiles uses this map for all of the vehicles.
12-10-2003, 07:25 PM
what level is it? how did they do it?
12-12-2003, 08:05 AM
Try ask in the mapping forums. They can answer your question. I'd love to help but I forget how to do it...
12-13-2003, 11:03 AM
that looks alot like the floor from duel_bay from JK2. the shader code looks like this:
edit as needed
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
blendFunc GL_DST_COLOR GL_SRC_COLOR
textures/tests/qer_mirror is a flat black image
textures/tests/floor02_alpha gives the floor some texture
and take into consideration the following from the shader manual:
Making a Mirror …
Apply a mirror texture to brush (it will only work on brushes, not curve patches). Next, place a misc_portal_surface entity within 64 units of the mirror and at roughly eye level for the character. Because a mirror shows all that it can "see" the mapmaker needs to take special care that his mirror doesn't see so much of the map that it affects game performance.
Rules: A mirror should not be able to see another mirror or portal surface. This means no mirror mazes or mirror facing each other to produce infinite reflections.
12-13-2003, 01:48 PM
I take it you can't use a mirror texture for moving objects?
12-13-2003, 02:01 PM
depends...as long as it doesnt conflict with the blurb from the manual it should work. but i wouldnt try it cause the game would constantly be trying to draw the reflection as the object moved, that is if it worked. so youre fps woud be really low. use a shader with tcGen environment instead.
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