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Author Topic: reflective floor help!  (Read 11791 times)
el_rolas
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« on: December 03, 2011, 10:45:16 PM »

Well I'm Making a new map that will be similar to a museum, and I'm having some problems doing a reflect floor, I've followed this tutorial but I just Can't make the effect, I don't know what i'm doing wrong I need some help please.

Code:
textures/whatever/shinyfloor 
{

qer_editorimage textures/whatever/shinyfloor.tga
portal
{
map textures/common/mirror1.tga
blendfunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
depthWrite
}
{
map textures/whatever/shinyfloor.tga
blendFunc blend
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}

I want something like this

« Last Edit: December 04, 2011, 10:21:35 AM by el_rolas » Logged
fromhell
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« Reply #1 on: December 04, 2011, 12:27:59 AM »

you'll need a portal shader for the floor, and a camera entity i believe
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« Reply #2 on: December 04, 2011, 02:42:48 AM »

can you please delete the link ? it contains a HTML/Rce.gen trojan according to AntiVir
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el_rolas
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« Reply #3 on: December 04, 2011, 10:17:58 AM »

Are you sure?  my antivirus did not detect anything, but I'll edit the post
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el_rolas
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« Reply #4 on: December 04, 2011, 10:11:47 PM »

Hi everybody I got it, just needed the misc_portal_surface, It is something like make a mirror on the floor.
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PigCell
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« Reply #5 on: December 07, 2011, 09:54:40 AM »

If you're going for a shiny textured surface like marble, you might get away with taking a screenshot from below and mapping that as an environment layer into the shader. It'll save you lots of performance and you can make the room a lot more complicated without being bogged down. If there's enough texture left (surface not perfectly mirroring) then it'll look just as convincing. It also has the advantage that it still works even when people use fastsky (which turns off portal surfaces). Just a thought.
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fromhell
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« Reply #6 on: December 07, 2011, 04:29:17 PM »

There's also the fake reflection alternative where you make a simple lowresolution textured portion of the highlights above the floor, upside down, under the floor, and make the floor texture use an alpha texture. Several 6th gen console games use this technique.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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