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Question: Mirror tutorial
Posted: Thu Dec 10, 2009 9:36 pm
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
Re: Question: Mirror tutorial
Posted: Thu Dec 10, 2009 10:41 pm
by Theftbot
isn's it the common\mirror shader.
Re: Question: Mirror tutorial
Posted: Thu Dec 10, 2009 11:22 pm
by InsaneKid
u build 1 brush,
put common/mirror on surface
and a "misc_portal_surface" on top.

Re: Question: Mirror tutorial
Posted: Fri Dec 11, 2009 2:06 pm
by Buzzard
InsaneKid wrote:u build 1 brush,
put common/mirror on surface
and a "misc_portal_surface" on top.

Thaaaaaaanks!

.
Re: Question: Mirror tutorial
Posted: Fri Dec 11, 2009 2:43 pm
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?
Re: Question: Mirror tutorial
Posted: Fri Dec 11, 2009 4:19 pm
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
}
}
Re: Question: Mirror tutorial
Posted: Fri Dec 11, 2009 7:31 pm
by Silicone_Milk
didn't that map use a translucent texture and actually mirror the geometry under the ground?
Re: Question: Mirror tutorial
Posted: Fri Dec 11, 2009 10:08 pm
by Buzzard
Also, does anyone know how to make a portal like the one you walk through at q3dm0?.
Re: Question: Mirror tutorial
Posted: Fri Dec 11, 2009 10:13 pm
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.
Re: Question: Mirror tutorial
Posted: Fri Dec 11, 2009 11:14 pm
by Anthem
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 5:09 am
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.
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 7:54 am
by Delirium
Hey my mirror is getting used

Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 2:43 pm
by Buzzard
Ah, thanks!

. I was looking for how to make the portal view thing.
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 7:37 pm
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?
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 7:47 pm
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.
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 7:47 pm
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.
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 8:34 pm
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.
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 9:41 pm
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.
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 10:05 pm
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.
Re: Question: Mirror tutorial
Posted: Sat Dec 12, 2009 10:22 pm
by obsidian
Ugh... yeah, apparently, I can't read.
Re: Question: Mirror tutorial
Posted: Mon Dec 14, 2009 1:44 am
by Buzzard
Does anyone know how big is one gridsize in GTKrad with "Grid8" (in units)?.
Re: Question: Mirror tutorial
Posted: Mon Dec 14, 2009 4:12 am
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.
Re: Question: Mirror tutorial
Posted: Mon Dec 14, 2009 2:44 pm
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
Re: Question: Mirror tutorial
Posted: Mon Dec 14, 2009 10:50 pm
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
Re: Question: Mirror tutorial
Posted: Tue Dec 15, 2009 12:35 am
by obsidian
Wouldn't these help (GtkR 1.5.0):
View > Show > Coordinates
"J" toggles brush dimensions.