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baster reflecting walls.?


{xg}darthVADER

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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.

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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.

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