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darkk_eden

Good mirrors in CS GO

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hi,

 

i have designed a few maps for cs go, but i cant get my mirrors to work properly.

 

i tried making mirrors in a few different ways. the best way i have come across sofar is this "vmt only texture" 

 

"lightmappedreflective"
"$basetexture" "cs_opera/miroir" 
"$translucent" 1 
"$refracttexture" "_rt_WaterRefraction" 
"$refractamount" "-0.1" 
"$refracttint" "[1 1 1]" 
"$reflecttexture" "_rt_WaterReflection" 
"$reflectamount" "0.1" 
"$reflecttint" "[1 1 1]" 
"$fresnelpower" "1" 
"$minreflectivity" "1.0" 
"$maxreflectivity" "1.0" 
"$normalmap" "cs_opera/miroir_normal" 
"$surfaceprop" "glass" 
"$bumpframe" "0" 
}
 
it a mirror and it reflects quite well, but in some cases it turns the mirror into an xray machine, that lets you peek through walls, and that is really not what i was going for.
does anyone know how i can fix this problem? 
Edited by darkk_eden

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Besides already said solutions, this sounds like the multiple-water problem:

Source can only display one surface of water at a time. If more than one are visible (meaning being inside a visible visleaf) only one will be rendered. Since the lightmappedreflective uses the same method as water, I am assuming water is visible somewhere, and the mirror is not rendered.

Sollution:

A) change the mirror to a cubemapreflection (not as nice looking)

B) try to find the water, and get only one of both surfaces visible at any given point in the map

Edited by borgking

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o9ltmg.jpg

 

It works fine in CS:GO, but:

- only with flat normal map

- you can't place the water surfaces with "water" shader at rooms with mirrors

- you must place your mirrors in one surface (like in other Source engine based games)

csgo_mirror.zip

Edited by Mamorex

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It may be because it has translucent 1, try making translucent 0 and adding a brush behind it.

 

 

Smiley is right, it's Transcluent 1.

Also try experimenting with Nocull 1 / 0

 

okay, this may do it, ill try it out. havent messed with the settings yet. lets see what what does then .... afterwards ill edit here and let you guys know... 

 

changing translucense doesnt fix the main problem with seeing through walls, but it makes this a better mirror. thx.

Edited by darkk_eden

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o9ltmg.jpg

 

It works fine in CS:GO, but:

- only with flat normal map

- you can't place the water surfaces with "water" shader at rooms with mirrors

- you must place your mirrors in one surface (like in other Source engine based games)

well no,

-actually there is no single room with more than one of these surfaces. the problem was that i could see through walls instead of seeing a mirrored image of my surroundings.

-there is no water anywhere

-it is only the surface of a func_detail with this texture.

Edited by darkk_eden

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Besides already said solutions, this sounds like the multiple-water problem:

Source can only display one surface of water at a time. If more than one are visible (meaning being inside a visible visleaf) only one will be rendered. Since the lightmappedreflective uses the same method as water, I am assuming water is visible somewhere, and the mirror is not rendered.

Sollution:

A) change the mirror to a cubemapreflection (not as nice looking)

B) try to find the water, and get only one of both surfaces visible at any given point in the map

there is no water on my map, 

 

how do i change to cubereflection? 

Edited by darkk_eden

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