Game Development Community

Mirror

by CDK · in Torque Game Engine · 01/14/2004 (4:30 am) · 16 replies

Hi,

I know there is a lot of mirror stuff in the threads mut is their like a tutorial on how
to create a mirror.

#1
01/14/2004 (9:41 am)
Nick, not too sure how detailed you want this, but basically you go into quark or worldcraft, make a building/wall, select the Mirror Entity from the entity list, drag the entity icon which appears (usually in your building somewhere) to the center of the face you want to be the mirror, and voila, when you get the building into the game you have a mirror.

The Mirror Entity has a few options you can check out, various levels of transparency, as well as full mirror effect.

To see an example in quark/worldcraft, open mirror01.map which comes with the demo and is in the interiors folder ie. examples/demo/data/interiors/mirror.

If you paint the mirror face with a png that has an alpha channel you can even get a dirty/cracked mirror effect. (The dirty/cracked mirror effect requires a patch posted by Brett Fattori called... Masked Mirror Surfaces - thanx Brett).
#2
01/14/2004 (11:02 pm)
Hi,
I do not have this example.
Please provide me with more input IO am using Wordcraft for now
When I add the MirrorSurface entity is just creates the null .png that was in my wad file
as the mirrored wall.
what am i doing wrong please assist
thnks
#3
01/16/2004 (9:11 am)
If you like I can e-mail the map file to you, but are you sure you don't have it?
AFAIK a CVS download of torque (HEAD version) includes the demo directory.
#4
01/17/2004 (10:26 am)
Yes, it's in HEAD: /example/demo/data/mirror.

-- Markus
#5
01/17/2004 (12:14 pm)
In my "head" its \example\demo\data\interiors\mirror

Just FYI.
#6
01/18/2004 (9:43 pm)
Matthew you see I can not log onto cvs yet deu to bank regulations
Can you please e-mail me the map
nicktg@webmail.co.za

thnks
#7
01/18/2004 (10:38 pm)
Sent.
#8
01/19/2004 (12:07 am)
Thank you
#9
11/24/2005 (6:41 am)
I realise that this is a bit of an old thread, but Its helped me quite a bit, and have a few issues??

I needed a room with a semi reflective surface, so I added the mirror surface to a floor in my room (at the lo alpha setting so some of the texture would show thru), and it worked lovely... BUT my character is all black when he walks in this room...

Weirdly, If I make a simple mirror with full transparency using this technique, my character is not affected... he can preen in the mirror all he likes!!!

Can this have something to do with my room being a portal, and so only affected by its own internal lighting which is interfering with the mirror? nahh sounds odd... Certainly the shadows caused by omni lights I have positioned in Quark, and a tad weird now, Im thinking of removing all lights for an experiment, will it be all dark then or will the Torque lighting help a bit...

Shiny floor is very nice tho!!!

All this seems like a tad silly way to do it, is this the best way of producing a (slightly) reflective surface?

Mark
#10
11/24/2005 (6:59 am)
I did something similar (checkerboard floor) and added a DTS with a semi-transparent checkerboard pattern. The DTS masked the floor, the collision box let Kork run on it, and it reflected him correctly. I haven't played with the alpha setting on mirrors, though. I kind of wish I'd noticed. Grrr.
#11
11/24/2005 (7:11 am)
Aha... weirdness abounds in Torqueland.. afte more experiments.. I simply tried changing my character model.. et voila the new character is fine!!! I was using the Brave Tree girl Pack model and it showed up black on my reflective floor, this new model (a freebie I got somewhere (havent got round to modeling people yet... phew!!!)) works fine!!!

So... is there something of a "how this model will reflect light" setting, integral to a DTS???

Mark
#12
11/24/2005 (7:19 am)
Strange. Did you relight the scene? When I was playing with it, I was using Kork since Jill hadn't been released yet. Hmmmm...Maybe I should try to dig up my goofy ballroom interior and see if she does the same thing.
#13
11/24/2005 (1:41 pm)
David... I didnt relight my scene no.. but it occurs at startup anyway, ... so still weird...
Probably off topic, but I have been changing the player model in the player.cs file half way down...

shapeFile = "~/data/shapes/jill/jill.dts";

now at the VERY beginning there is an exec calling the cs file that lives in the folder with the shape...

exec("~/data/shapes/jill/jill.cs");

but if I DONT change this to point to a new player.cs... well doesnt matter... the new shape still works, whats this for???? This file just denote which anim files to use, so its probably using some other characters anims, which is fine, but still... why the

baseShape = "./jill.dts";

at the beginning here...

Sorry went off topic here...

m
#14
05/29/2006 (11:16 am)
I have the same problem..
i made a reflective floor with mirror surface.
all the characters from gg and contentspack become black when they enter the floor.
but only the character (the blue box shape one in tutorial.base) is not black..

do i have to set up something for a DTS?

www.rookieonsoft.com/UploadData/200653031454.jpg

anybody can help?

i really need a reflective floor..

thanks.
#15
05/29/2006 (3:20 pm)
I still havent got an answer to why some models show up black either... heres the Quark thread from a while back...

http://www.dark-forge.com/forums/index.php/topic,279.0.html
#16
05/29/2006 (10:50 pm)
If i put the character as TSStatic() on the floor, it works fine.
only if i make the character as player or aiplayer, it becomes black on the mirror floor.

@mark
i believe there is something to set up for dts.
i just changed only the dts file for the player and it works different. weired...
where did you get the character which doesn't become black on the mirror surface?
is it free? does it come with max file? i love to compare the difference between the one which works fine and the other... in tutorial.base, player.max is different one from player.dts. gg put the wrong max file for it.
i dont have any max file which works fine on the mirror surface...