Game Development Community

Mirrors broken again?

by Tony Lamba · in Torque Game Engine · 05/15/2004 (3:17 pm) · 6 replies

I am wondering if the mirrors got fixed up right or not. They seem to be working, as long as I do not have more than 3. Is there a max limit? I tried all kinds of tricks by repositioning them, and adding more portals, even tried to make sure none face each other and only 1 mirror is on 1 brush, but seems any more than 3 crashes the map2dif near the end when the lightmaps get packed.

#1
05/17/2004 (9:10 am)
Why not make the mirror a seperate simple interior that you place inside of the others?
#2
05/31/2004 (3:41 pm)
I was just messing with this, too (for a building). Map2dif crashes with the fourth mirror entity. Durn it. The other 3 sides look pretty cool. ;)

-Eric
#3
05/31/2004 (5:17 pm)
Does my idea do anything about the problem? :)
#4
06/01/2004 (3:54 am)
It's not practical. I'll probably have to do something close to what you suggest, though, and split the building in two.

There still seems to be some bugs when looking at it at a certain perspective from a bit of a distance but perhaps I'll add a non-mirrored LOD to it.
#5
06/01/2004 (6:31 am)
Update:

Well, there's certainly some funky things going on. I stumbled into being able to have four mirrors, but if I do even the most simple of changes--like even a different texture-- it crashes.

I had even run into a similar problem with only two mirror entities on a simpler structure. And to fix this, I left a third unattached one. Now that compiles fine.

Mighty confusing stuff.

-Eric
#6
06/01/2004 (8:00 am)
Why isn't it practical to place mirrors seperately?

Also, are you sure that the mirrors aren't traversing into one another's zones?