Need help with mirrors
by Allen Turner · in Artist Corner · 12/13/2003 (11:59 am) · 3 replies
Hi All,
I've recently returned to Torque as something to use to play with level ideas. I've been lurking for quite a bit mostly reading and searching. I'm using quark for level design and seem to have come up against a problem with mirrors.
I can get them to work more or less but the problem is that there seems to be a focus depth/clip somewhere that I can't find. The player (and most object that are close to my mirror surface does not render). Only things that are a fair distance away seem to render in the mirror. If I walk the player out a bit he will eventually render.
I've set "renderFirstPerson = true" in the Player datablock, but I don't think this makes a difference as the player is rendering just from a distance. There has to be a focus depth/camera distance/clip setting of some sort somewhere and I've just missed it.
I've read all the posts I can find on mirrors without much luck. If this is a code thing and you know how to resolve this problem please be patient with me as I am not a coder. I've using the 1.2 stable release BTW.
Thanks,
Allen Turner.
I've recently returned to Torque as something to use to play with level ideas. I've been lurking for quite a bit mostly reading and searching. I'm using quark for level design and seem to have come up against a problem with mirrors.
I can get them to work more or less but the problem is that there seems to be a focus depth/clip somewhere that I can't find. The player (and most object that are close to my mirror surface does not render). Only things that are a fair distance away seem to render in the mirror. If I walk the player out a bit he will eventually render.
I've set "renderFirstPerson = true" in the Player datablock, but I don't think this makes a difference as the player is rendering just from a distance. There has to be a focus depth/camera distance/clip setting of some sort somewhere and I've just missed it.
I've read all the posts I can find on mirrors without much luck. If this is a code thing and you know how to resolve this problem please be patient with me as I am not a coder. I've using the 1.2 stable release BTW.
Thanks,
Allen Turner.
About the author
I'm a lead designer at Wideload Games/Disney Interactive Studios and lecturer on design at DePaul University. Always looking for new ways to create play and give people a good smile. Too much anger in the world, let's create some joy.
#2
I pretty much figured that but thought I should cover all bases no matter how odd before I start asking for help.
12/13/2003 (12:58 pm)
Thanks Craig,I pretty much figured that but thought I should cover all bases no matter how odd before I start asking for help.
#3
I had scaled the interior at soem point when I was tryign to get it to fit a hole int he terrain correctly. That apparently scaled the mirror's depth/focus plane as well. Has interesting possibilities. Otherwise things are working fine with the exception of mirrors appearing to have a weird sorting problem in some places.
Is anyone else playing around with this feature at all for making reflective floors and such? Just curious as to what people's experiences are and what tweaks I'm unaware of.
-Allen
12/13/2003 (2:18 pm)
I figured out the problem.I had scaled the interior at soem point when I was tryign to get it to fit a hole int he terrain correctly. That apparently scaled the mirror's depth/focus plane as well. Has interesting possibilities. Otherwise things are working fine with the exception of mirrors appearing to have a weird sorting problem in some places.
Is anyone else playing around with this feature at all for making reflective floors and such? Just curious as to what people's experiences are and what tweaks I'm unaware of.
-Allen
Associate Craig Fortune
"renderFirstPerson = true"
Simply means when you are in first person mode you can see yourself (ie if you look down you can see your legs etc)