Reflective textures are buggy as hell, but any texture named "reflective" should always be, well, reflective (although, even in such cases, it seems certain angles and placements always refuse to relfect). To make other textures reflective, you require a special script which I'd have to setup fo ryou (you can, for instance, make textures reflective to varying degrees, and you can color filter the reflections, attempt to reflect the world as well as the player, and other stuff).
I also need to know how to make something additive and not water... cause iv tryed using func_illusionary.... and it goes additive but i can swim in it.... and i need to know how to get rid of the black box around those sprites...
After increasing the brightness about x10 so I can make that out - seems fairly typical bug. Try making multiple mirrors, place them on the floor and at various angles and distances until one works. It's v. buggy. I can probably make a specific texture that'd be less buggy, but I'd have to make you a map_startup script for that, which would have to be integrated into the dll.
Sometimes multiple mirrrors fug wid each other too. Took several trial and errors to get a working mirror in the Calruin2 disco room. The Guildmaster map has a lot of broken mirrors in it too, for the same reason.
Also, as you see that tiny little hair-line of a texture overlap in your fading light, "fit" on the texture applicator is not 100%. You'll have to rescale/shift that texture manually, or shave the brush to get it to work right.
yea, i know im just playing around with entities... and such... learning i guess you would say. ehh to get rid of the black around the sprites do i have to set it as a hologram or something?
if you just want to reflect the room you can fake it. heres the tutorial http://collective.valve-erc.com/index.p ... 5-32647500 it sucks the pictures arent there anymore, i remember them looking really nice. the problem with these though, is that it doubles the amount of wpolys your room has.
If yer really lucky, you can combine the two methods - seperate your room and your mirror room with a translucent reflective texture, then you reflect both the moving models and the world proper. But yeah, good luck with that.
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