Re: [article] Reflective Surfaces
Posted by Perin on Tue Jan 6th at 3:04am 2004
This is a discussion topic for the article "Reflective Surfaces" by Perin which can be found here
Article description:
This is a good method to have a reflective surface in Half-Life


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Re: [article] Reflective Surfaces
Posted by Skeletor on Wed Jan 7th at 2:02am 2004
I never thought about doing that. Would be cool though if the player could see themself.

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Re: [article] Reflective Surfaces
Posted by Vash on Wed Jan 7th at 3:42am 2004
Tis not possible in the HL engine skeletor. Good tutorial nontheless.

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Re: [article] Reflective Surfaces
Posted by DeathMedic3rd on Wed Jan 7th at 12:12pm 2004
nice, i've done reflections before. only thing i'd like to know
is it possible to get doors to mover in the "reflection" with scripts or not?

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Re: [article] Reflective Surfaces
Posted by Forceflow on Wed Jan 7th at 1:13pm 2004
This was on VERC a while ago, but the tut there wasn't really good. I love this one. Clean, simple, and the effect is awesome.

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Re: [article] Reflective Surfaces
Posted by Gollum on Wed Jan 7th at 2:09pm 2004
An additional problem is that, in singleplayer, monsters will not be reflected. There is a way to solve this, described in the VERC article, though it's not quite perfect (the monsters' left/right won't match with their reflection). If you really need perfect monster reflections, there's always Spirit of Half-Life.

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Re: [article] Reflective Surfaces
Posted by Mr.Ben on Wed Jan 7th at 3:26pm 2004
If you name the doors the same thing and have a trigger multiple infront of them targetting the door then it'll open both of them. A problem could come though from blocking the door when it closes and simply wacking up the damage so it crushes the player wouldn't be a good idea witha simply wooden door
I guess you could just make it not close though. Mmm.
Oh yeah, nice tut.

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Re: [article] Reflective Surfaces
Posted by DudeTor on Wed Jan 7th at 4:37pm 2004
great tut Perin =)

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Re: [article] Reflective Surfaces
Posted by 7dk2h4md720ih on Wed Jan 7th at 6:06pm 2004
Lovely. The only thing is that the room is a little complex and beginners may have trouble with the hammer screenshots. My, it is beautiful though.. 

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Re: [article] Reflective Surfaces
Posted by half-dude on Thu Jan 8th at 7:31am 2004
Another good "two door open" method would be to make both doors one by grouping them and making both of them the same func_door entity. that would prevent the door reflection from closing and the other not due to the player/monster blocking it But this would only work with a swinging door. But other then all that its a good tit. 

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Re: [article] Reflective Surfaces
Posted by Loco on Thu Jan 8th at 10:12am 2004
Good tutorial. Simple and easy to read. For those wanting reflective monsters, the only REAL way is using Spirit of half-life, where even animations reflect correctly for reflective floors.

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Re: [article] Reflective Surfaces
Posted by Sinner_D on Thu Jan 8th at 10:30am 2004
is this really the best way to make a reflective surface? wouldnt this lag a level if it were done too much? kinda doubles everything you do. good tut though, looks cool.

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Re: [article] Reflective Surfaces
Posted by Forceflow on Fri Jan 9th at 6:11pm 2004
@ sinner ... I think its the most simple way to do this ... you better don't use this technique in large, open area's (big halls, lobby's, etc ...), but for corridors and stuff, it's OK.

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Re: [article] Reflective Surfaces
Posted by Leperous on Mon Jan 12th at 5:35pm 2004
If you want to show the reflection of an opening/closing door, either just make a new door in the reflection with the same name, or make both into one entity if it's hinged.

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Re: [article] Reflective Surfaces
Posted by matt on Wed Jan 14th at 9:43am 2004
Another thing is that you need to add any prefabs you use to both the upside down bit and the player area. So its best to finnish the room totaly before atempting this. Good one though.

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Re: [article] Reflective Surfaces
Posted by pepper on Sun Mar 7th at 11:50am 2004
i remember seeing in bleu shift a mirrored room wiht mirrored persons

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Re: [article] Reflective Surfaces
Posted by blu_chze on Tue Apr 27th at 1:21am 2004
@ pepper the architexture the same as done here, but the scientists done different. i think to dp this you make a duplicate, take off smat edit, add in angles feild with values 0 0 180 and adjust position so their real and duplicates' feet touch or whatever and youve got a 'mirrored' scientist. Youll have to use scripts or Spirit if you want them to do the same thing

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Re: [article] Reflective Surfaces
Posted by Dred_furst on Fri Jun 4th at 4:46pm 2004
Yea, you make a scripted_sequence that moves with the normal scientist and get a mirrored scientist to head towards it and kepp going to it.
anyway, good tut

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Re: [article] Reflective Surfaces
Posted by Renegatus on Mon Oct 18th at 1:46pm 2004
That is really clever! I think I'm going to try this as soon as I get home!

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Re: [article] Reflective Surfaces
Posted by Foxpup on Mon Nov 29th at 2:02am 2004
Pretty cool, but the floor is fullbright. Is there any way to fix this?

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