Question: Mirror tutorial
Question: Mirror tutorial
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
- Thanks
Re: Question: Mirror tutorial
isn's it the common\mirror shader.
Re: Question: Mirror tutorial
u build 1 brush,
put common/mirror on surface
and a "misc_portal_surface" on top.
put common/mirror on surface
and a "misc_portal_surface" on top.

Reward urself: Do GOOD!
Re: Question: Mirror tutorial
Thaaaaaaanks!InsaneKid wrote:u build 1 brush,
put common/mirror on surface
and a "misc_portal_surface" on top.

Re: Question: Mirror tutorial
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?
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?
Re: Question: Mirror tutorial
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
}
}
textures/13black_se/largerblock2
{
qer_editorimage textures/13black_se/largerblock2.tga
surfaceparm nolightmap
portal
{
map textures/13black_se/largerblock2.tga
blendfunc blend
depthWrite
}
}
-
- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Re: Question: Mirror tutorial
didn't that map use a translucent texture and actually mirror the geometry under the ground?
Re: Question: Mirror tutorial
Also, does anyone know how to make a portal like the one you walk through at q3dm0?.
Re: Question: Mirror tutorial
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.
Re: Question: Mirror tutorial
[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]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Re: Question: Mirror tutorial
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]
Re: Question: Mirror tutorial
Hey my mirror is getting used 

[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
Re: Question: Mirror tutorial
Ah, thanks!

Re: Question: Mirror tutorial
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?
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.
Re: Question: Mirror tutorial
Were those 64u not the maximum distance? Try 32u putting it closer to the surface.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.
Re: Question: Mirror tutorial
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.
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]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
Re: Question: Mirror tutorial
*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.
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.
Re: Question: Mirror tutorial
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]
Re: Question: Mirror tutorial
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.
Re: Question: Mirror tutorial
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]
Re: Question: Mirror tutorial
Does anyone know how big is one gridsize in GTKrad with "Grid8" (in units)?.
Re: Question: Mirror tutorial
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.
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]
Re: Question: Mirror tutorial
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
'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
Re: Question: Mirror tutorial
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
Re: Question: Mirror tutorial
Wouldn't these help (GtkR 1.5.0):
View > Show > Coordinates
"J" toggles brush dimensions.
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]