Game Development Community

Mirrors turning black?

by Tony Lamba · in Technical Issues · 08/03/2004 (6:59 am) · 8 replies

I had a few mirrors that were looking fine in my apartment building. However, when I duplicated the floor to make one level into 2, suddenly my mirrors look all black. They seem to have the reflect helper in place.

Puzzling.

#1
08/03/2004 (9:42 am)
Mysterious. Are the helper objects in the right place? Are they portalizing properly?
#2
08/15/2004 (7:29 pm)
This is what the mirrors look like. Sometimes they work, other times I get this. Everything is done in quark, so I don't know what the problem could be.



www.highpoly3d.com/torque/mirror.png
#3
08/22/2004 (1:51 pm)
It seems that the more mirrors I add the more turn black. And now I got some who suddenly seem to give me a hall of mirrors effect and similar weird stuff on their own...
#4
08/22/2004 (8:26 pm)
From this thread on mirrors:

"Also, only one mirror can be in an interior zone at this time. Multiple mirrors in zone 0 works fine."

I just ran into a problem with mirrors (which is how I found this thread). My interior was scaled by 0.6, 0.6, 0.6 and it was reflecting the wrong parts of the scene. I changed the scaling back to 1.0,1.0,1.0 and it worked correctly.

Hope that helps man.
#5
08/23/2004 (12:54 am)
Well I tried putting portals all over to seal off the mirrors in zones but seems to no avail. I read the thread but still didn't seem to help oh well...
#6
08/23/2004 (10:05 pm)
Hmm, not sure whats going on. I continued with more tests for hours, but, seems that having only 1 mirror in each zone doesnt mean much. The problem persists and seeems to have a higher occurence if you have more mirrors in the dif over-all.

Surely this must be a common problem somewhere, or am I the only one using more than one mirror in a whole building?
#7
08/24/2004 (2:32 am)
I have multiple mirrors in my model and had a similar problem. I had to move them to the root of the tree in quark and then they all worked. DOn;t know if thats your problem but it worked for me.
#8
08/24/2004 (2:48 am)
Just found this on the Quark forum:-

For a Portal Surface, the entity must be within
64 units of the mirror or "tv screen" surface. Also, no other
misc_portal_surface entities can reside in one misc_portal_surface's
field of view. The "Hall of Mirrors" effect occurs."