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need mirrored floor


SD_Radical_Ed

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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.

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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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