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View Full Version : ode to mirrors



legacy-TseTse
07-09-2003, 11:38 PM
with some voodoo magic and some luck, i got this to happen

but... my sky vanished and the camera is sunken within a subtracted area within the mirror surface :mad: i.e. you cant see this from a few inches above where the cam is...

anybody ever really figure this out for ut2k3? ok, so like... it's a waste of polys and it's really buggy and... doing yer run-o-mill env map can suggest the same effect (almost)... but this would be really, really, really cool to have working right lmao

http://stg.3dmax.org/temp/wtf1.jpg

legacy-TseTse
07-09-2003, 11:49 PM
btw, my thinkin is with a hack job like this, one can then make cubemap from this... go back to a simel envmap and shaders with that... for a rough, nice effect but not the fully, only-in-my-dreams reflection.

we'll see. ill post update later on this if i get it to a replicable process...

Angel_Mapper
07-10-2003, 12:27 AM
Set UseStencil to true in your game ini.

legacy-Doctor7
07-10-2003, 03:42 AM
Originally posted by Angel_Mapper
Set UseStencil to true in your game ini.
That's the one. Completely useless, of course, as anyone wanting to play the map has to change it on their machine before your mirrors will work. But it seems that the mirrors rely on stencil buffering, and UT2003 doesn't use it by default.