bgraybr Posted June 5, 2010 I have a line in my level that uses the zdoom mirror action. It works great, until I add a room behind that line. It now shows up as blank in my room and reflects objects from the other room (see in the screenshot- the chaingun is in the room behind the wall, but you can still see it from the room I'm in). How do I fix this? http://www.freeimagehosting.net/image.php?2dc9272243.png 0 Share this post Link to post
Kappes Buur Posted June 5, 2010 http://forum.zdoom.org/viewtopic.php?f=3&t=22634&p=444935&hilit=mirror#p444935 This thread will give some insight into what to avoid. 0 Share this post Link to post
EarthQuake Posted June 5, 2010 The rule is that mirrors must have empty void on the opposite side large enough to accommodate everything that the mirror renders. You've probably seen how "mirrors" are done in vanilla Doom, right? You basically copy/paste an area, flip it, and line it up with the original area. ZDoom mirrors need that space used by the "flipped copy". 0 Share this post Link to post
bgraybr Posted June 5, 2010 EarthQuake said:The rule is that mirrors must have empty void on the opposite side large enough to accommodate everything that the mirror renders. You've probably seen how "mirrors" are done in vanilla Doom, right? You basically copy/paste an area, flip it, and line it up with the original area. ZDoom mirrors need that space used by the "flipped copy". That's inconvenient. Is there any way to get around this? I'm making a model of my house and I don't want the rooms to be to awkwardly spaced just to make the mirrors fit. 0 Share this post Link to post
GreyGhost Posted June 5, 2010 If you don't mind switching ports, the line mirrors in EDGE seem to work quite happily with rooms close behind them. 0 Share this post Link to post
Gez Posted June 5, 2010 EDGE or any other OpenGL port. They don't use the same method to draw the mirror, and therefore do not need the void. 0 Share this post Link to post
40oz Posted June 5, 2010 bgraybr said:That's inconvenient. Is there any way to get around this? I'm making a model of my house and I don't want the rooms to be to awkwardly spaced just to make the mirrors fit. Or you can just use SHAWN2 and we'll be able to understand what it's supposed to be. 0 Share this post Link to post
EarthQuake Posted June 5, 2010 Hmm, could use a skybox maybe, or maybe a camera texture in ZDoom? 0 Share this post Link to post
Gez Posted June 5, 2010 Nah, a camera texture is very visibly not a mirror. If you want to use hacky workarounds, you can make a normal ZDoom mirror, and using silent teleport lines to re-establish the illusion that the normal geometry of the house is preserved, even though it's not. 0 Share this post Link to post
GreyGhost Posted June 5, 2010 EarthQuake said:Hmm, could use a skybox maybe, or maybe a camera texture in ZDoom? Camera's are problematic, you need two of them to get a mirror effect (unless someone knows of a workaround) and the results I've got tend to look grainy. 0 Share this post Link to post
EarthQuake Posted June 5, 2010 Gez said:Nah, a camera texture is very visibly not a mirror. If you want to use hacky workarounds, you can make a normal ZDoom mirror, and using silent teleport lines to re-establish the illusion that the normal geometry of the house is preserved, even though it's not. Ah yes, perfect solution. 0 Share this post Link to post