Mirror Created 19 years ago2005-01-26 18:40:28 UTC by Sezar Sezar

Created 19 years ago2005-01-26 18:40:28 UTC by Sezar Sezar

Posted 19 years ago2005-01-26 18:40:28 UTC Post #85961
Is there any way to make a glass or just something that will reflex a image?
Like a mirror?
Posted 19 years ago2005-01-26 18:59:29 UTC Post #85963
Use the reflective floor method (example) but do it sideways.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-01-26 19:25:29 UTC Post #85976
The only drawback is that you cant see yourself.
Luke LukeLuke
Posted 19 years ago2005-01-27 10:53:14 UTC Post #86060
I can make an example map of a reflective floor which also reflects barney and scientist.. If you guys want?
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Posted 19 years ago2005-01-27 12:31:43 UTC Post #86076
Wow,, that would be cool
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-01-27 12:41:52 UTC Post #86081
You can use realtime mirrors wiht Spirit of Half-Life modification.
Posted 19 years ago2005-01-27 13:15:52 UTC Post #86096
Fill me in Pepper? Where can I find that.

Oh and Modcow... I'll made an example map of it K.
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Posted 19 years ago2005-01-27 13:18:42 UTC Post #86098
You can get Spirit here:

http://spirit.valve-erc.com/

But remember that Spirit uses a advanced entinity system, You can move things with entinity's, make advanced particle systems, and a lot more.
One fella created working tanks wiht rotating turrets and collision system. And the best thing: you can send the tank anywhere you like!!
Posted 19 years ago2005-01-27 13:25:49 UTC Post #86104
I just read in the forums of Spirit that there is also reflective water and a motionblur effect.
Posted 19 years ago2005-01-27 13:28:20 UTC Post #86105
Yep I have Spirit... I won't map without it.
I tryed the reflective water as well, but does'nt work well.
Motionblur.. I have'nt tried...
it's probably a cool effect.
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Posted 19 years ago2005-01-27 14:38:20 UTC Post #86120
The mod has a great community supporting it. So they probably fix that, and remeber its just the hl engine.
Posted 19 years ago2005-01-27 21:57:58 UTC Post #86227
Actually, if you REALLY worked hard you might be able to set up a model_generic to follow the same path that you walk in, via scripted sequences or something.... maybe....
Posted 19 years ago2005-01-27 22:12:46 UTC Post #86236
I was thinking that. Way too complicated.

Or just get HL2 and map for that. :)
Luke LukeLuke
Posted 19 years ago2005-01-27 23:17:23 UTC Post #86242
Here it is. "Advanced Reflections"

http://twhl.co.za/mapvault_map.php?id=2621
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Posted 19 years ago2005-01-27 23:31:08 UTC Post #86245
So the entity system is different in Spirit? Is it recognizable if you're comfortable with the normal HL entity system?
Posted 19 years ago2005-01-27 23:57:03 UTC Post #86258
Ya sure Spirit is just new options thats it... If I wanted to make a bullet-time effect in Spirit, and you tried loading it with the hl.dll.. you would get a can't initiate change_cvar entity error.

If I where you though, i'd get Spirit. Exact same as what your use to, with more options...
So yes its absolutly recognizable!
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Posted 19 years ago2005-01-28 00:22:47 UTC Post #86263
That's hot. I will be all over Spirit, but I want to get more experience mapping first. I understand about 90% of the entities and how they are used, but I just haven't used anymore than 40% of them yet.

I don't want to get ahead of myself. I have zero maps I've released, I want to get some tangible work done.
Posted 19 years ago2005-01-28 00:29:53 UTC Post #86264
Sounds good! ;)
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Posted 19 years ago2005-01-28 10:46:48 UTC Post #86310
I use spirit for my own mod, i can create some pretty impressive effects with it, although il have to upgrade first to the next stable version.
Posted 19 years ago2005-01-28 15:12:30 UTC Post #86348
i love the shiny floors in CSS and HL2. makes it look so real. first time i saw the graphics i just stared at it and drooled.
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