Vartex Posted August 10, 2014 Share Posted August 10, 2014 Hello there JKHub. I recently ran into a problem when I was working on my map. I tried to create a mirror using "system/mirror1" and "misc_portal_surface" entity placed few grids away from the mirror plane. But when I try to try the map in game, I get a missing texture at the place where I put the mirror. I would be really grateful for any kind of help. This is how the mirror looks in GTK And this is what I get IG Link to comment
CaptainCrazy Posted August 10, 2014 Share Posted August 10, 2014 Not sure how old this engine is but maybe you need to build cubemaps? I dunno xD Link to comment
IrocJeff Posted August 10, 2014 Share Posted August 10, 2014 Not sure how old this engine is but maybe you need to build cubemaps? I dunno xD Pulled this off the Lucasforums forum http://www.lucasforums.com/showthread.php?t=47677 Here is the original posting. I am absolutely happy. Finally I got my mirror working. I don't know what I did wrong, but I got an answer from Raven and I just set the mirror up as written in the mail and it works.Reading that some other ppl are having problems to get their mirrors working I'll just paste the mail: -------------------Set up the mirror just as you normally would in Q3... 1. Make sure the mirrored surface has a qer_mirror (or portal) surfaceproperty (we had one in the game called mirror_floor2 in ourtextures...) 2. Put a misc_portal_surface entity above the surface (around 16-32units away is fine) 3. Make sure the surface is the only mirror the entity can see (itdoesn't like seeing more than one mirror at a time) 4. Make sure the surface to be a mirror is made of only one brush forbest results... (our mirror texture has the following setup in the shader: textures/tests/mirror_floor2{qer_editorimage textures/tests/qer_mirror.tgasurfaceparm forcefieldportalq3map_nolightmap{map textures/tests/qer_mirror2bblendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHAdepthWrite}{map textures/tests/floor02_alphabblendFunc GL_DST_COLOR GL_SRC_COLOR}{map textures/kejim/env_newfloor_kejblendFunc GL_ONE GL_ONErgbGen const ( 0.200000 0.200000 0.200000 )tcGen environment}} The forcefield parameter makes shots bounce off of it The portal parameter makes it show a reflection the other texture (tests/floor02_alphab) used on it gives it a texture toshow (with an alpha value), just remove this if you want a true mirror... and the last texture in the setup gave it a shiny environment map like apiece of glass...------------------- As already written, I don't know what was wrong with my first setupsd, but I think it was the wrong mirror shader. Now it works just fine. Vartex likes this Link to comment
minilogoguy18 Posted August 10, 2014 Share Posted August 10, 2014 That post is in the JO section and if I remember right the mirror shader doesn't work quite right in JA, if you play the JO demo the final duel areas entire floor is a mirror. Gonna have to call in the big timers, @@Szico VII Link to comment
IrocJeff Posted August 10, 2014 Share Posted August 10, 2014 That post is in the JO section and if I remember right the mirror shader doesn't work quite right in JA, if you play the JO demo the final duel areas entire floor is a mirror. Gonna have to call in the big timers, @@Szico VII Oh well, I tried... Link to comment
Xycaleth Posted August 10, 2014 Share Posted August 10, 2014 Do you have the shader in a PK3? If not, do you have sv_pure set to 0 - the game won't try to load your shader otherwise. Link to comment
Vartex Posted August 11, 2014 Author Share Posted August 11, 2014 Pulled this off the Lucasforums forum http://www.lucasforums.com/showthread.php?t=47677 Here is the original posting.I found myself similar tutorial, but it was no help with the JKA's mirror1 shader. Is it possible that came with base JKA is broken? And I have to download a new one? Do you have the shader in a PK3? If not, do you have sv_pure set to 0 - the game won't try to load your shader otherwise.I had the shader in pk3 when I was making this thread. Although when I tried putting it out from the pk3 and setting sv_pure to 0 it was no help as I got the same result Link to comment
Solution Boothand Posted August 11, 2014 Solution Share Posted August 11, 2014 Shader: textures/mapname/cameraportal { qer_editorimage textures/mapname/cameraportal surfaceparm nonsolid surfaceparm playerclip portal q3map_nolightmap { map textures/mapname/cameraportal blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite alphaGen portal 2048 } } (Snatched from Forest House) In my test map: Vartex likes this Link to comment
Vartex Posted August 11, 2014 Author Share Posted August 11, 2014 Great finally! I spent ages trying to get this thing to work! Thanks a lot Boothand. Boothand likes this Link to comment
Effacer Posted December 26, 2017 Share Posted December 26, 2017 Is it possible to use this on playermodel textures? Link to comment
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