Mirrors in Source

Mirrors in Source

Re: Mirrors in Source Posted by hl_world on Fri Dec 26th 2008 at 5:08am
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Posted 2008-12-26 5:08am
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I just found out about an entity called "Func_reflective_glass". I have been looking for a way to get real time reflections for ages. I haven't installed Source SDK yet so I haven't had the time to try it out so a few questions:

When did this entity appear?
Where did it come from?
What are the limitations?
Re: Mirrors in Source Posted by Sehnsucht on Fri Dec 26th 2008 at 6:57pm
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Posted 2008-12-26 6:57pm
Re: Mirrors in Source Posted by G4MER on Fri Dec 26th 2008 at 7:36pm
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How I did mirrors was I used the CAMERA and the screen brush and made them that way.
Re: Mirrors in Source Posted by hl_world on Fri Dec 26th 2008 at 7:38pm
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Sehnsucht said:
http://www.google.com/search?q=Func_reflective_glass&rls=com.microsoft:en-us&ie=UTF-8&oe=UTF-8&startIndex=&startPage=1
I know how to google. I wasn't born yesterday. That's what I mean when I said I just found out about it but my questions remain valid.
Muhnay said:
How I did mirrors was I used the CAMERA and the screen brush and made them that way.
Holy sh*t! No one posts all night, then 1 within the past hour and another post while I first typed this one. Anyway yeah, no longer a need to use camera/monitors anymore apparently. Look at this Muhnay.
Re: Mirrors in Source Posted by G4MER on Fri Dec 26th 2008 at 7:44pm
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HOLY HAND BAG! Thats sweet! When do we get that.. cause its not in my entity list.

Ok I do have the brush entity but I do not have glass/reflectiveglass001.vmt, Where can I get this, or do I have to make it?

I did find this online..
"lightmappedreflective"
{
    "%tooltexture" "dev/flat_normal"
    "$refracttexture" "_rt_WaterRefraction"
    "$refractamount" "0"
    "$refracttint" "[.5 .5 .6]"

    "$reflecttexture" "_rt_WaterReflection"
    "$reflectamount" "0"
    "$reflecttint" "[1 1 1]"

    "$fresnelpower" "0"
    "$minreflectivity" "0.8"
    "$maxreflectivity" "1.0"

    "$normalmap" "dev/flat_normal"

    "$surfaceprop" "glass"
    "$bumpframe" "0"
} 
Is that what I need to make?
Re: Mirrors in Source Posted by G4MER on Fri Dec 26th 2008 at 8:15pm
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Posted 2008-12-26 8:15pm
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Ok Found it.. here is what I get when I try to compile and run a CSS map with it..
maxplayers set to 32
Heap: 256.00 Mb
Parsed 359 text messages
Couldn't find custom font file 'resource/HL2EP2.ttf'
Couldn't find custom font file 'materials/vgui/fonts/buttons_32.vbf'
execing config.cfg
Can't use cheat cvar cl_upspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cl_forwardspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar cl_backspeed in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar dsp_dist_max in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar dsp_dist_min in multiplayer, unless the server has sv_cheats set to 1.
Can't use cheat cvar r_ambientfraction in multiplayer, unless the server has sv_cheats set to 1.
1 CPU, Frequency: 2.0 Ghz, Features: AuthenticAMD SSE SSE2 MMX 3DNow RDTSC CMOV FCMOV
execing valve.rc
execing game.cfg
Network: IP 24.28.176.161, mode MP, dedicated No, ports 27015 SV / 27005 CL
Spawn Server mirror
Error: Material "mqbumpmap/reflectiveglass001" uses unknown shader "lightmappedreflective"
Begin loading faces (loads materials)
End loading faces (loads materials)
execing skill1.cfg
Executing listen server config file
Incorrect price blob version! Update your server!
ERROR: mp_dynamicpricing set to 1 but couldn't download the price list!
Attempted to create unknown entity type func_reflective_glass!
Can't init func_reflective_glass
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
32 player server started
couldn't exec listenserver.cfg
Attempted to create unknown entity type func_reflective_glass!
Can't init func_reflective_glass
Client "{NW}Conman" connected (127.0.0.1:27005).
Connected to 127.0.0.1:27015
Adding master server 69.28.140.247:27011
Adding master server 68.142.72.250:27011

Counter-Strike: Source
Map: mirror
Players: 1 / 32
Build 3531
Server Number 1
No pure server whitelist. sv_pure = 0
CAsyncWavDataCache: 0 .wavs total 0 bytes, 0.00 % of capacity
Initializing renderer...
Connection to Steam servers successful.
VAC secure mode is activated.
{NW}Conman connected
Game will not start until both teams have players.
Scoring will not start until both teams have players
--- Missing Vgui material vgui/resource/icon_newfolder
Game will not start until both teams have players.
Dropped {NW}Conman from server (Client timed out)
Disconnect: Client timed out.
Disconnect: Client timed out.

couldn't exec userconfig.cfg
Host_WriteConfiguration: Wrote cfg/config.cfg
couldn't exec userconfig.cfg
Host_WriteConfiguration: Wrote cfg/config.cfg
CRAP.. I guess CSS is crap.. I cant use this great new tool to map with for CSS.. that sucks.. fuckin steam.
In Hammer for counter strike:source I have found a entity "Func_reflective_glass". How I can use this entity in CS:S? Sorry, my English is bad:)
You can't use it in CS:S. It's only available for games that run on the Orange Box version of Source. --Darthkillyou 16:11, 18 Dec 2008 (PST)
Re: Mirrors in Source Posted by hl_world on Fri Dec 26th 2008 at 10:17pm
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Posted 2008-12-26 10:17pm
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At least it works in HL2. Here I have designed my map to be symmetrical except the half that uses "real world" textures.
User posted image
User posted image
User posted image
User posted image
User posted image
The mirror seems to duplicate the half of the room the player is in but with some fuzzy pixelation.
Re: Mirrors in Source Posted by Riven on Sat Dec 27th 2008 at 7:53am
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Posted 2008-12-27 7:53am
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I've not bothered to try out the new entity myself, but I know this discussion has occurred on many other sites before, but a Google search normally won't link you to them. So, here are some I've stumbled upon in my searches:

HL2World: "real reflections"

Interlopers: "realistic reflective floor (tutorial!)"

They describe older ways and alternative (modded) ways of making other things reflective too! (Including how to get it to work in CSS!)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
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Re: Mirrors in Source Posted by G4MER on Sat Dec 27th 2008 at 8:01am
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Posted 2008-12-27 8:01am
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Then RIVEN we need to grab that stuff and post it here. Because I am a snarker. :D
Re: Mirrors in Source Posted by warlord on Fri May 15th 2009 at 7:56am
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Posted 2009-05-15 7:56am
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ive not yet seen it work like a moniter would every time ive seen reflective glass it looks like a shiny material that has a 100% reflection of what the nearest cubemap is.
ive never seen one reflect moving objects(players,props,...etc).

however when i did see it i was in shock and wondered when they added it.

but since it was added for orangebox is it used anywhere in ep2?
Re: Mirrors in Source Posted by Riven on Mon May 25th 2009 at 6:11pm
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Posted 2009-05-25 6:11pm
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Not that I can recall. Na, I don't think it's in EP2. -but you know Valve, they always add a few entities in for legacy support and they may not use some in the long run, but they leave 'em in anyway so that modders can mess around with them :D
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Re: Mirrors in Source Posted by Enforcer on Fri Sep 11th 2009 at 11:44pm
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Posted 2009-09-11 11:44pm
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So, does this work in Half-Life 2 or only in the orange box version? Normal half life 2 doesn't seem to contain a texture called 'reflectiveglass001'.
Re: Mirrors in Source Posted by Riven on Sat Sep 12th 2009 at 11:04pm
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Posted 2009-09-12 11:04pm
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that entity is only available in the orange box version of Source
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Mirrors in Source Posted by Enforcer on Sat Sep 12th 2009 at 11:28pm
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Posted 2009-09-12 11:28pm
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Riven said:
that entity is only available in the orange box version of Source
Would you know how to recreate the same effect for normal half life 2?
Re: Mirrors in Source Posted by Riven on Sun Sep 13th 2009 at 4:44am
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Yea, I already posted two other links just 7 posts up for other methods to try and implement the same effect in older Source games. ;)
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Re: Mirrors in Source Posted by Enforcer on Sun Sep 13th 2009 at 11:57am
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Allright, cheers.
Re: Mirrors in Source Posted by Enforcer on Sun Sep 13th 2009 at 1:21pm
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Well, the first method is specifically for Counter-Strike: Source and after experimenting, the latter doesn't work for mirrors. Is there any other way to create a mirror in Half life 2?
Re: Mirrors in Source Posted by Riven on Sun Sep 13th 2009 at 6:12pm
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Posted 2009-09-13 6:12pm
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The tutorial on Interlopers doesn't work? did you download their example map? I mean, I haven't tried it myself, but I do know it only works on horizontal surfaces, so for example you couldn't use it on walls. I think there might be an alternative way on editlife's forum, but I can't look right now.
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Re: Mirrors in Source Posted by Enforcer on Sun Sep 13th 2009 at 8:54pm
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Yes, that only works on things like floors and water, but I'm trying to create a mirror.

I will search their forum, thanks.
Re: Mirrors in Source Posted by G4MER on Sun Sep 13th 2009 at 10:03pm
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Posted 2009-09-13 10:03pm
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Has anyone tried to use a camera entity, and have the screen right in front.. that way you get the video of you on the screen? Would that work?
Re: Mirrors in Source Posted by Riven on Mon Sep 14th 2009 at 3:48am
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you would see everything but yourself because the engine doesn't render your player character, just others. Maybe in multiplayer, but even then I don't think the character model isn't clientside until you die. So with that method, you might be able to see other players but not yourself, but I haven't tested this out yet :uncertain:
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Re: Mirrors in Source Posted by Enforcer on Mon Sep 14th 2009 at 11:59am
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Well, wouldn't that make everything unsymmetrical?
Re: Mirrors in Source Posted by Riven on Wed Sep 16th 2009 at 2:24am
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How do you mean? -In some cases, yes.
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Re: Mirrors in Source Posted by Enforcer on Wed Sep 16th 2009 at 2:32am
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Unless, is there a way to invert the display of the camera?
Re: Mirrors in Source Posted by Riven on Wed Sep 16th 2009 at 12:33pm
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well, since the camera has a field of view, yes it will be distorted unless looked upon exactly perpendicular to the screen. It's a hack way of simulating the effect, but it gets the idea across. Did searching Editlife bring up anything?
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Re: Mirrors in Source Posted by Enforcer on Wed Sep 16th 2009 at 12:43pm
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Editlife is empty apart from one admin who is left on the board, I did a search but there was only something about cubemaps, which is not what I want.

Well, the camera seemed like a good idea, but I've been informed that half life 2 can only use 1 camera in one map, and since i have a broken mirror with many different shards it won't be possible to create a broken mirror effect.
Re: Mirrors in Source Posted by Riven on Wed Sep 16th 2009 at 11:59pm
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Well, if those shards are lying on the floor, then you could simulate their effect :p but I'm sorry, it seems there isn't an already coded way in the game to allow for this, apart from making your own mod.
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Re: Mirrors in Source Posted by G4MER on Thu Sep 17th 2009 at 12:06am
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Well I can come close.. in my lasertag map, I have these mirror like FX on the globes on the walls. I should dig that map up and upload it.
Re: Mirrors in Source Posted by Enforcer on Thu Sep 17th 2009 at 10:27pm
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Riven said:
but I'm sorry, it seems there isn't an already coded way in the game to allow for this, apart from making your own mod.
:uncertain:

I'm working on a mod, but we don't have a programmer who could make such shaders.