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 Post subject: Advanced Reflective Surfaces
PostPosted: Mon Sep 29, 2008 7:01 am 
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*UT Mapper Group Lead*

Joined: Thu Jul 26, 2007 7:58 am
Posts: 383
Location: Florida, USA
Sure, you can create reflective looking things by adding the Mirror and Transparent flag to the texture... But this will show you how you can make it UT2004 reflective (i.e. Shiny Surfaces)

Fire up UED and make a simple room, then choose which surface you want to make shiny, (make it the floor it's easier), and pop a "Panel" Decoration on the floor.

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Then go into it's properties -> display -> And check bMeshEnviroMap=True and bMeshCurvy=True. After that, go into your textures and pick a texture that will suit the reflection look, (I chose Gmist2 in GenFluid), then go back into the panels properties -> display -> Texture and click use beside the texture box. It will change that skull texture into the Genfluid texture! Now just edit the drawscale in display to make it how big you want it. Make sure it fit's the area of the floor, but it's not crazy big, or else it will bug up :?. In the end, you should get something like this:

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Try experimenting by making the floor "Reflective" (by Translucent and Mirrror Tags) too! You can do this on windows, lakes, anything, just be very careful when covering LARGE areas, It tends to mess up. Have fun! :wink:


{xCBx}Shadow342 *Moderator*
CTF, BT, DM, and MH map maker.

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 Post subject:
PostPosted: Mon Sep 29, 2008 9:06 pm 
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Joined: Thu Mar 29, 2007 9:35 am
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Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Hmmmmmmm, this is for UT99 correct?
I'll have to give this a try to see for myself. :P


{CMM}Hook :hook: (Site Administrator)
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 Post subject:
PostPosted: Thu Oct 02, 2008 9:48 pm 
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Joined: Thu Mar 29, 2007 9:50 am
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Location: Minnesota USA
Yeah, that is pretty darn cool! :P


TesterGuy (Site Maintenance)
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 Post subject:
PostPosted: Thu Oct 02, 2008 10:19 pm 
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Joined: Thu Mar 29, 2007 9:35 am
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Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
You know, I think I have seen this in a map I played once.
Or something like this. :?
It was a map with a "spooky" theme, like a haunted house.
Some of the back walls down dark coridors had a wierd ghost-like skull that would float in and out of view periodically to frighten players. :shock:
I was really cool though! :P


{CMM}Hook :hook: (Site Administrator)
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 Post subject:
PostPosted: Fri Oct 03, 2008 7:42 pm 
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heheh, MH-Nightmare House? Love that map.


{xCBx}Shadow342 *Moderator*
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 Post subject:
PostPosted: Mon Oct 06, 2008 9:39 pm 
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Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Shadow342 wrote:
heheh, MH-Nightmare House? Love that map.

Well, it wasn't an MH map.
I believe it was a DM map.
I played it before MH became around. :wink:


{CMM}Hook :hook: (Site Administrator)
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 Post subject:
PostPosted: Sat May 02, 2009 7:02 am 
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Joined: Sun Dec 30, 2007 1:54 am
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Location: HalliDays Point NSW
when i make my mirrors
anytime i walk over/shoot it a small white square appears anyway to fix this?


{CMM}Paradox
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PostPosted: Mon May 04, 2009 9:58 am 
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Mate
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Joined: Fri Mar 30, 2007 10:00 am
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Location: Minnesota USA
Paradox_aus_act wrote:
when i make my mirrors
anytime i walk over/shoot it a small white square appears anyway to fix this?

Is it BOTH when you get close to it AND when you shoot it?


{CMM}JackO
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 Post subject:
PostPosted: Mon May 04, 2009 10:33 am 
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Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
JackO wrote:
Paradox_aus_act wrote:
when i make my mirrors
anytime i walk over/shoot it a small white square appears anyway to fix this?

Is it BOTH when you get close to it AND when you shoot it?

I have always gotten the "small white squares" when I shoot any mirrored surface.
I have not seen any remedy nor have I ever pursued a remedy. :?
I think that that is just the way it is. (but I could be wrong) :wink:


{CMM}Hook :hook: (Site Administrator)
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PostPosted: Wed May 06, 2009 6:25 am 
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Joined: Sun Dec 30, 2007 1:54 am
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Location: HalliDays Point NSW
It really ruins the whole Mirror surface
but on some maps it wont happen why?


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 Post subject:
PostPosted: Thu May 14, 2009 10:08 pm 
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Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Paradox_aus_act wrote:
It really ruins the whole Mirror surface
but on some maps it wont happen why?

Those squares go away in a minute or 2.
They are known as "decals".
Just like blood spots.
I didn't notice that they didn't occur in some maps. :?


{CMM}Hook :hook: (Site Administrator)
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PostPosted: Mon Jun 08, 2009 12:22 pm 
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Joined: Thu Jul 26, 2007 7:58 am
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Location: Florida, USA
When the engine creates a decal, it places a mini "texture". Each texture is actually just a square box with the picture in the middle. We just can't see the grey/black parts around the decal because it is masked. This is when stuff goes wrong, conventional mirrors using the Mirror flag will make masked decals appear unmasked, therefore making it look like the ugly squares you see when you hit a mirror.

I think this is due to unaligned mirror surfaces, or the fact that it is plainly a mirror, try using the Translucent flag in conjunction with that mirror you have, it might clear it up.


{xCBx}Shadow342 *Moderator*
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