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Mirror surface - A Tutorial for Blade Symphony

_This is tutorial special for Blade Symphony, but maybe it can useful for other games on Source Engine, and excuse me for my bad english :D_ Table of contents ================= -**Texture**
-**Peculiar properties**
Texture ======= You need to draw normal map, yes the normal map, not simple texture. It is looks like this:

You need save this is texture as a normal map, and you need specify your .vmt file like this: "lightmappedreflective" { "%tooltexture" "dev/[name of your texture]" "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0" "$refracttint" "[.5 .5 .6]" "$reflecttexture" "_rt_WaterReflection" "$reflectamount" "0.005" "$reflecttint" "[1 1 1]" "$fresnelpower" "5" "$minreflectivity" "0.25" "$maxreflectivity" "0.5" "$normalmap" "dev/[name of your texture]" "$surfaceprop" "glass" "$bumpframe" "0" } $refracttint, $reflectamount, $maxreflectivity, $minreflectivity and $fresnelpower you can edit as you want Entity ====== Draw your brash and turn it in entity func_reflective_glass, don't necessary edit properties of entity. For example, I want to make out of the wall a mirror: ![]( "") -First I paint this wall in our "reflective" texture.
-Secondly build near the same thin wall (1 unit in smaller grid), and paint all sides in nodraw textur, and paint one of the side which is will be a mirror any texture(better will be paint it in our "reflective" texture)
-Third slide entity to brush with "reflective" texture. ![]( "") Peculiar properties =================== Here I will introduce the principle of work of this entity and possible errors. The first thing you need to know is that the entity itself is not a mirror, this entity operates more like a camera and projects image on any "lightmappedreflective" texture. The second thing you need to know is that the entity is not able to work with several different planes: ![]( "") Third thing you need to know is that the entity should be stationed exactly the center of the coordinate. As you can see func_reflective_glass entity centering relative to the center coordinates: ![]( "") And if you moove your entity or all map: ![]( "") Mirror in some places will be working not correctly: ![]( "") And this is will be if you painted all sides of entity in nodraw: ![]( "") And this is will be if you painted side of entity in other(not "lightmappedreflective") texture withe normal map, mirror will reflect, but only skybox will shine through: ![]( "") And func_reflective_glass can't reflect skybox if you use 3Dskybox(sky_camera), it will be reflect only your map.
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Difficulty Level