Question: Mirror tutorial

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Question: Mirror tutorial

Post by Buzzard »

First of i have been looking in the thread with tutorials and links but none of the mirror tutorials worked so im wondering if anyone know where i can learn how to make mirrors like q3dm0.

- Thanks
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Question: Mirror tutorial

Post by Theftbot »

isn's it the common\mirror shader.
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: Question: Mirror tutorial

Post by InsaneKid »

u build 1 brush,
put common/mirror on surface
and a "misc_portal_surface" on top. :up:
Reward urself: Do GOOD!
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Question: Mirror tutorial

Post by Buzzard »

InsaneKid wrote:u build 1 brush,
put common/mirror on surface
and a "misc_portal_surface" on top. :up:
Thaaaaaaanks! :).
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Question: Mirror tutorial

Post by AEon »

Interesting... don't recall seeing a mirror in any MP map recently (q3dm0 was the only one, IIRC). That's stuff you normally see in SP games.

The reason mirrors are not used (much) is the fact that it pretty much doubles the r_speeds of a room? Or how exactly did it impact the map?
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Question: Mirror tutorial

Post by Buzzard »

Is there some way of using another texture for mirrors? (not textures/common/mirror). I saw a map called "13black_se" (something like that) that used the mirror for the floor but they used a floor texture, i looked into the shader (seen below), but if i use another texture for a mirror it doesnt work (like textures/sdk/mirror_mask).

textures/13black_se/largerblock2
{
qer_editorimage textures/13black_se/largerblock2.tga
surfaceparm nolightmap
portal
{
map textures/13black_se/largerblock2.tga
blendfunc blend
depthWrite
}
}
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Question: Mirror tutorial

Post by Silicone_Milk »

didn't that map use a translucent texture and actually mirror the geometry under the ground?
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Question: Mirror tutorial

Post by Buzzard »

Also, does anyone know how to make a portal like the one you walk through at q3dm0?.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Question: Mirror tutorial

Post by AEon »

There is one in q3dm7... the source of that map was part of the GTKradiant installs, so you could look it up there, here it was a TP portal.
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Question: Mirror tutorial

Post by Anthem »

[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Question: Mirror tutorial

Post by obsidian »

Nice mirror of Bubba's tutorials from PlanetQuake. A good reference for beginners that I was afraid of being lost with PQ's shutdown of hosting services.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Delirium
Posts: 102
Joined: Mon Apr 27, 2009 10:05 am

Re: Question: Mirror tutorial

Post by Delirium »

Hey my mirror is getting used :D
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Question: Mirror tutorial

Post by Buzzard »

Ah, thanks! :). I was looking for how to make the portal view thing.
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Question: Mirror tutorial

Post by Buzzard »

I tried bubbas portal camera tutorial but all i get is a mirror view. What i do is all that says on that tutorial which is..

1.) Make a brush, set it to nodraw and then the front face to portal_sfx
2.) Place the misc_portal_surface entity 64 units from the face then the misc_portal_camera just in front of the misc_portal_surface.
3.) Then the last thing i do is adding a target_position in the world somewhere (where i want the portal view to be)
4.) I link them together by misc_portal_surface->misc_portal_camera->target_position
5.) I set the entity target and values as bubbas

What im i missing? :s
And also when im linking the camera to the target im not getting a green line but a orange :s.
I use grid size 8, is one grid 64 units with grid size 8?.
Also does it matter what misc_portal_surface and misc_portal_camera direction the arrows point?
Last edited by Buzzard on Sat Dec 12, 2009 8:37 pm, edited 4 times in total.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Question: Mirror tutorial

Post by AEon »

Buzzard wrote: Place the misc_portal_surface entity 64 units from the face then the misc_portal_camera just in front of the misc_portal_surface.
Were those 64u not the maximum distance? Try 32u putting it closer to the surface.
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: Question: Mirror tutorial

Post by ^Ghost »

ive made a water shader thats mirrored, which u can find in this map here for defrag http://q3a.ath.cx/?mapdetails=ghost-accel

however its not played much because it is fps intensive.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Question: Mirror tutorial

Post by Buzzard »

*bump*, edited my post.

Update: I think i got the hang of it.. the misc_portal_camera IS the portal view, then the surface is the display of the camera view. Not sure what "target position" does :s.

The portal views in quake 3 is pretty ***** wierd, does anyone know how to rotate a entity up and down?, i can only rotate from left to right.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Question: Mirror tutorial

Post by obsidian »

target position targets a camera if you want it to actually display something somewhere else in your map, like a video camera/TV or a teleporter destination.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Question: Mirror tutorial

Post by AEon »

Hmm... unless I am mistaken the target_position should point the direction the camera is supposed to "look". At least I read that out of the comments, and it would be *very* handy to better define the camera angles.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Question: Mirror tutorial

Post by obsidian »

Ugh... yeah, apparently, I can't read.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Question: Mirror tutorial

Post by Buzzard »

Does anyone know how big is one gridsize in GTKrad with "Grid8" (in units)?.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Question: Mirror tutorial

Post by obsidian »

Uh... are you asking how big the default gridsize (vis block units) is?

Answer: 1024 x 1024 x ∞

Or are you asking how the game units compare to real world measurements?

Answer: No real way to compare, player physics and FoV dictates that objects must be much larger in scale than the player model. Humans can't really jump 12' high nor can they run at 20km/h. But that's pretty much what players in Q3 can do, so you have to compensate by scaling them for gameplay rather than just appearance. If compared to a player model, it may look weird, but it will feel right to the person playing it.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Question: Mirror tutorial

Post by Plan B »

I think he just wants to know how many units a grid increment is after hitting '8', which is 128 units.

'1' = 1 unit
'2' = 2 units
'3' = 4 units
'4' = 8 units (default)
'5' = 16 units
'6' = 32 units
'7' = 64 units
'8' = 128 units
'9' = 256 units
Buzzard
Posts: 21
Joined: Sun Nov 22, 2009 10:27 pm

Re: Question: Mirror tutorial

Post by Buzzard »

Plan B: Yeah similar to that, i was thinking more of comparing the player height with the grid. I guess the player height is equal to this grid: '7' = 64 units
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Question: Mirror tutorial

Post by obsidian »

Wouldn't these help (GtkR 1.5.0):

View > Show > Coordinates
"J" toggles brush dimensions.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Post Reply