{xg}darthVADER Posted May 15, 2002 Posted May 15, 2002 how do i make blaster fire reflect on wall's???
Darchon Posted May 15, 2002 Posted May 15, 2002 Just make a new shader. Do it something like this: mymap.shader: textures/mymap/wall_reflect { surfaceparm forcefield { map $lightmap } { map "path-to-the-texture-you-want" blendFunc GL_DST_COLOR GL_ZERO } } There's probebly an much easier way, but I can't come op with one now.
volrathxp Posted May 16, 2002 Posted May 16, 2002 he means reflect the beam off the wall, when he fires he wants the beam to hit the wall and bounce off or i.e. reflect off it. sure there's a better explanation but i'm lazy. volrath
GB_StormTrooper Posted May 16, 2002 Posted May 16, 2002 Remember when Han Solo shot his blaster rifel in the garbage compactor and the laser went everywhere? Thats what he means.
Darchon Posted May 18, 2002 Posted May 18, 2002 If it is not possible with shaders than why would the following shader (mirror_floor2) reflect lasers: textures/tests/mirror_floor2 { qer_editorimage textures/tests/qer_mirror.tga surfaceparm forcefield portal q3map_nolightmap { map textures/tests/qer_mirror2b blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite } { map textures/tests/floor02_alphab blendFunc GL_DST_COLOR GL_SRC_COLOR } { map textures/kejim/env_newfloor_kej blendFunc GL_ONE GL_ONE rgbGen const ( 0.200000 0.200000 0.200000 ) tcGen environment } } Just look at surfaceparm: surfaceparm forcefield It's the same with normal forcefields, which reflects lasers. Someone prove me right here please I do think the laser can only be reflected one time, so you can't get the garbage collecter effect Han Solo had. But I'm not sure about this though.
Cmdr. Antilles Posted May 18, 2002 Posted May 18, 2002 Sorry about that. That's a new surfaceparm Raven added for jk2. I'm not familiar w/ all of the new stuff.
Darchon Posted May 18, 2002 Posted May 18, 2002 No prob. It's just that I've been wrong before and I don't want to lose face anymore
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