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SD_Radical_Ed
12-10-2003, 05:36 PM
anyone know how i can get a reflective floor like this?

http://www.lucasfiles.com/screenshots/867706.jpg

tFighterPilot
12-10-2003, 06:19 PM
I never understood why LucasFiles uses this map for all of the vehicles.

SD_Radical_Ed
12-10-2003, 06:25 PM
what level is it? how did they do it?

Shotokan
12-12-2003, 07:05 AM
Try ask in the mapping forums. They can answer your question. I'd love to help but I forget how to do it...

unraveled
12-13-2003, 10:03 AM
that looks alot like the floor from duel_bay from JK2. the shader code looks like this:

edit as needed


textures/tests/mirror_floor
{
qer_editorimage textures/tests/qer_mirror.tga
surfaceparm forcefield
portal
q3map_nolightmap
{
map textures/tests/qer_mirror
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
{
map textures/tests/floor02_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.

ZH@o YuN
12-13-2003, 12:48 PM
I take it you can't use a mirror texture for moving objects?

unraveled
12-13-2003, 01:01 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.