reflections Created 20 years ago2004-05-12 05:34:04 UTC by baadu baadu

Created 20 years ago2004-05-12 05:34:04 UTC by baadu baadu

Posted 20 years ago2004-05-12 05:34:04 UTC Post #26610
i recently saw a matrix lobby map...one thing that really struck me was the high quality reflection detail on the floor...it was amazing....guys can anyone tell me how to get that effect in hammer...????

also how can we have guns just lying around the spawn points like in iceworld map...??????
Posted 20 years ago2004-05-12 05:52:05 UTC Post #26612
they simply copied and flipped everthing that's mirrored and put it below the floor. the model reflection is done via coding. no way to get this into cs. the guns can be with the amoury_ent.
Posted 20 years ago2004-05-12 07:23:23 UTC Post #26613
Ehm, I'd say model reflection can be faked too, place a cycler underneath the floor to act as the reflection, and trigger an env_render when you pick up the real weapon to make the reflection of the gun invisible.

But I'm not well known with the way things are reset after a CS round, so it might not work in multiplayer. Try it out!
Posted 20 years ago2004-05-12 11:19:02 UTC Post #26631
How does that work with the sky, Say I wanted to create a lake,do you just take the "skynameup.tga" and make it into a texture?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 20 years ago2004-05-12 13:17:55 UTC Post #26644
Two example maps for reflection arehere. Mine (the red chair) has a little walkthrough.

Also, here's an example map for the weapon stuff.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-12 14:56:34 UTC Post #26648
Where can you find this matrix lobby scene map?
Posted 20 years ago2004-05-12 15:14:10 UTC Post #26649
Here, and v2 is here.
Posted 20 years ago2004-05-12 15:53:43 UTC Post #26660
that map is way to wide!!! and wtf are those beams? whoever made this map needs to be shot, matrix style! lol :lol:
Luke LukeLuke
Posted 20 years ago2004-05-12 16:02:11 UTC Post #26668
way to wide?? what do you mean with that
Posted 20 years ago2004-05-12 16:05:19 UTC Post #26670
Pepper made the map?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-12 16:18:12 UTC Post #26685
the collums are to far apert across!
Luke LukeLuke
Posted 20 years ago2004-05-12 16:44:58 UTC Post #26703
omg, teh end of the world.
Posted 20 years ago2004-05-13 01:21:15 UTC Post #26723
rumage!
Posted 20 years ago2004-05-14 09:43:16 UTC Post #26919
OMG.
ever seen a lobby map?? it isnt a hall of pillars
Posted 20 years ago2004-05-14 12:54:47 UTC Post #26946
I think Pepper did a good job with it, just one thing, I think He should have used env_beams for his light beam, But other than that, It pretty amazing and cool.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 20 years ago2004-05-14 13:21:47 UTC Post #26960
how env beams??
Posted 20 years ago2004-05-14 13:48:14 UTC Post #26962
Did you ever see how people used env_beams for headlights, If you want I can do an example map and show you it, Its pretty neat and looks alot realer, the env_beam even fades out the farther away from the light source, its perfect for stuff like that, here I get an example map in sometime soon..
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 20 years ago2004-05-14 16:04:33 UTC Post #26978
Hehehe... I have even a lot cooler looking method but it has so it's disadvantages... Check it out:

http://www.websamba.com/captainp-home/custom/vis_test.zip

Framerate drastically drops down when you look straight at it, it costs a lot of polygons and gives a strange pattern-like anomality when you look right into it, but it fades slowly when you walk away, and slowly fades away the further it comes from it's light source.

Check the wireframe view to see how it's done. Not really intended for the HL engine but it CAN be doen... It's a method used in newer engines.
Posted 20 years ago2004-05-14 16:10:51 UTC Post #26981
NNNNice! Post the RMF as an example map!
Seventh-Monkey Seventh-MonkeyPretty nifty
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