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Ever wonder how to make a mirror in Half-Life? Ever wanted to have a mansion with a nice reflective floor? Read this to find out!

Ok, well that was a cheesy introduction, but hey, got the attention smiley. Anyways, I made this tutorial to explain one of the methods of creating a mirror image reflective surface. I'll mention right now, *The player will not appear in the reflection*. I hope this helps any of you who have been stumped on this before.

Step 1: Create a full room, part of a map, or whatever, with complete walls, ceiling and a floor.



Step 2: Make sure that the floor height is *1* unit tall. Extend the wall height down by 1 unit to make sure that the floor is covered by all walls.



Step 3: Select every other brush, entity and whatnot *except* the floor.



Step 4: Copy the entire selection and hit CTRL+M. Enter 180 in the X value and hit OK. Next hit CTRL+i *or* CTRL+l to mirror the image vertically *or* horizontally. Only one will be need and you will understand which one because it should be the identical shape, just flipped.



Step 5: Move the flipped selection under the original. Make sure everything is lined up perfectly and make sure the walls from the original are touching the walls from the flipped selection.



Step 6: Select the floor and create it as a func_wall. Set the Render Mode to Texture and then FX Amount to whichever you prefer. Set to 100 for a nice appearance for now.



Now, you may compile, add in other prefabs, lights, etc.

Here is the final product:



I hope you enjoy this, and I really hope it helps. Good luck to anyone doing reflective surfaces. The ONLY problem I notice is that the player is not reflected and the faces are doubled. So, take caution and use wisely.

Have a great time =)


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Discussion
0 starsPosted by Foxpup on Mon Nov 29th 2004 at 2:02am

Pretty cool, but the floor is fullbright. Is there any way to fix this?
0 starsPosted by Renegatus on Mon Oct 18th 2004 at 1:46pm

That is really clever! I think I'm going to try this as soon as I get home!
0 starsPosted by Dred_furst on Fri Jun 4th 2004 at 4:46pm

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
0 starsPosted by blu_chze on Tue Apr 27th 2004 at 1:21am

@ 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
0 starsPosted by pepper on Sun Mar 7th 2004 at 11:50am

i remember seeing in bleu shift a mirrored room wiht mirrored persons
0 starsPosted by matt on Wed Jan 14th 2004 at 9:43am

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.
0 starsPosted by Leperous on Mon Jan 12th 2004 at 5:35pm

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.
0 starsPosted by Forceflow on Fri Jan 9th 2004 at 6:11pm

@ 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.
0 starsPosted by Sinner_D on Thu Jan 8th 2004 at 10:30am

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.
0 starsPosted by Loco on Thu Jan 8th 2004 at 10:12am

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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