Re: [article] Reflective Surfaces
Posted by Skeletor on
Wed Jan 7th 2004 at 2:02am
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I never thought about doing that. Would be cool though if the player could see themself.
Re: [article] Reflective Surfaces
Posted by Vash on
Wed Jan 7th 2004 at 3:42am
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Tis not possible in the HL engine skeletor. Good tutorial nontheless.
Re: [article] Reflective Surfaces
Posted by DeathMedic3rd on
Wed Jan 7th 2004 at 12:12pm
Posted
2004-01-07 12:12pm
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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?
Re: [article] Reflective Surfaces
Posted by Forceflow on
Wed Jan 7th 2004 at 1:13pm
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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.
Re: [article] Reflective Surfaces
Posted by Gollum on
Wed Jan 7th 2004 at 2:09pm
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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.
Re: [article] Reflective Surfaces
Posted by Loco on
Thu Jan 8th 2004 at 10:12am
Posted
2004-01-08 10:12am
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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.
Re: [article] Reflective Surfaces
Posted by Sinner_D on
Thu Jan 8th 2004 at 10:30am
Posted
2004-01-08 10:30am
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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.
Re: [article] Reflective Surfaces
Posted by Forceflow on
Fri Jan 9th 2004 at 6:11pm
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@ 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.
Re: [article] Reflective Surfaces
Posted by Leperous on
Mon Jan 12th 2004 at 5:35pm
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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.
Re: [article] Reflective Surfaces
Posted by matt on
Wed Jan 14th 2004 at 9:43am
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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.
Re: [article] Reflective Surfaces
Posted by pepper on
Sun Mar 7th 2004 at 11:50am
Posted
2004-03-07 11:50am
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i remember seeing in bleu shift a mirrored room wiht mirrored persons
Re: [article] Reflective Surfaces
Posted by blu_chze on
Tue Apr 27th 2004 at 1:21am
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@ 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
Re: [article] Reflective Surfaces
Posted by Dred_furst on
Fri Jun 4th 2004 at 4:46pm
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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
Re: [article] Reflective Surfaces
Posted by Renegatus on
Mon Oct 18th 2004 at 1:46pm
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That is really clever! I think I'm going to try this as soon as I get home!
Re: [article] Reflective Surfaces
Posted by Foxpup on
Mon Nov 29th 2004 at 2:02am
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Pretty cool, but the floor is fullbright. Is there any way to fix this?