PDA

View Full Version : Mirrors in Legacy?


Melfice Darkmage
February 21st, 2003, 07:22 AM
I was wondering if you can make Mirrors in Legacy and how. I'm making a castle level and decided to put a huge hall of mirrors in it. Can someone help me please? thanks.

iori
February 21st, 2003, 09:35 AM
well you could fake it. make a copy of your exact room that you want reflected and flip it and attach it to your hall. then make an impassable transparent texture between the two. there is a way to reflect objects but i forgot. its in another post somewhere lol

Aliotroph?
February 21st, 2003, 10:22 AM
You might be able to fake a single mirror, but you'd never get stuff like projectiles right. You could never make a hall of mirrors though. Nevermind that it would bump the system specs required for your map by like 300%.

------------------
"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

DarkWolf
February 21st, 2003, 11:53 AM
Right, if you had two mirrors facing each other you'd create an endless reflection which would probably drive the computer insane.

------------------
-DarkWolf

http://www.boomspeed.com/darkwolf/windeuchick.gif

Melfice Darkmage
February 21st, 2003, 11:56 AM
Damn...guess that ZDoom still has one over Legacy eh?

Have any ideas that'd be as cool as a Hall of Mirrors for the castle (I'm gonna make 4 towers, a Dungeon, Torture Chamber, Balcony, Library, Entrance, Courtyard, Halls of the Damned, Tunnels, Bridge, Emprisonment Chambers, Sanctuary, maybe more if I think of something hehe).

Aliotroph?
February 22nd, 2003, 12:08 AM
You couldn't even fake that infinite mirror thing in Legacy if you wanted to. There's no way to do it.

------------------
"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

ToXiCFLUFF
February 22nd, 2003, 06:44 AM
I haven't found a 3d engine yet which can do more than one mirror reflection. Q3, quake and Serious Sam all crashed instantly when I tried to set this up. Which is kind of to be expected I guess. I don't think something so governed by finite numbers as a computer would deal with infinity very well http://forums.newdoom.com/UBB/biggrin.gifDDD

Hmm... I think you've got pretty much all the scenes for your setting Melfice. Apart from maybe a church. Or is a sanctuary like a church?

Ah, speaking of churches and castles, I'm slowly putting a webpage together for Rust and my Quake3 maps which I won't be working on until after Rust and the map for the Legacy megawad. Anyway, a rather longwinded route to the point (and a rather rambling point about the longwinded route) (and a rather..... ad infinitum):

Q3 map pic: A church inside a castle in one of my Q3 Urban Terror mod maps: nice, foggy and atmospheric dawnish lighting. Beware, pics are about 100k each:

http://www.geocities.com/toxic_fluff/Q3/Quake3.html

Hmm... what about a graveyard??? They are always fun to play in.

Melfice Darkmage
February 22nd, 2003, 05:01 PM
Yeah, a Graveyard would be good, hehehe. Also a Crypt to the side of the Dungeon would be good aswell come to think of it.

DarkWolf
February 22nd, 2003, 05:04 PM
Sewers, if it's more of a palace-type castle. Fortress-type castles just has the "stuff" drop in the moat.

------------------
-DarkWolf

http://www.boomspeed.com/darkwolf/windeuchick.gif

Aliotroph?
February 22nd, 2003, 11:15 PM
Having mirrors face each other actually doesn't go infinite. The light between the two will attenuate really quickly unless you have a perfect mirror. Games just forget to simulate that. You could do it realistically with only 4 or 5 layers deep but that would still crash most of the time.

------------------
"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;