Laser redirection (mirror?)

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Vandread83
66 Posts
Posted May 26, 2011
I'm working on an idea, but in order for it to really work I need to redirect a laser. I know mirrors don't render properly and that's fine, I don't need it to look right, just work right (45 degree angled mirror to change beam direction 90 degrees).

I've set my mirror surface to a reflectivity_80 and even tried changing the object to a func_reflective_glass, but no luck. If anyone can point me in the right direction, would be greatly appreciated.

Thanks in advance.

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Mevious
205 Posts
Posted May 26, 2011
Replied 12 minutes later
I don't think mirrors in this sense are possible without additional code. You might consider using inaccessable lens cubes to redirect lasers or (this is a worse idea) by using linked_portal_doors. It really depends on how you want to use these mirrors.
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Vandread83
66 Posts
Posted May 26, 2011
Replied 4 minutes later
Just for laser redirection. how would I use lens cubes? linked portal door on the surface to a cube in another room then another linked portal door out the same location?
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Mevious
205 Posts
Posted May 26, 2011
Replied 20 minutes later
The lens cube and linked_portal_door were two separate suggestions. This is a good example of a map that uses inaccessbale lens cubes just for the purpose of redirecting a laser.
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Vandread83
66 Posts
Posted May 26, 2011
Replied 4 minutes later
ahh yeah, ok, that isn't an option for what I want to do.
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Vandread83
66 Posts
Posted May 26, 2011
Replied 34 minutes later
linked portals sort of works, besides looking like crap... would probably look fine if I could get them to not be visible...
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Supervillain
34 Posts
Posted May 26, 2011
Replied 2 hours later
I would avoid this if possible. Current implementations of "laser mirrors" are spotty, ugly, and confusing. Don't bother adding in a whole new puzzle element when Portal 2 has so many already.

Try modifying your puzzle to use laser relays and multiple redirection cubes rather than using a mirror surface that will be foreign 99.9% of Portal 2 players.

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raulness
68 Posts
Posted May 26, 2011
Replied 14 minutes later

Supervillain wrote:
I would avoid this if possible. Current implementations of "laser mirrors" are spotty, ugly, and confusing. Don't bother adding in a whole new puzzle element when Portal 2 has so many already.

Try modifying your puzzle to use laser relays and multiple redirection cubes rather than using a mirror surface that will be foreign 99.9% of Portal 2 players.

Not true. It's already been done in an presentable form.

http://www.youtube.com/watch?v=vBsI9g5ZUl4

As to how you go about doing it, I have no idea.

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Vandread83
66 Posts
Posted May 26, 2011
Replied 3 minutes later
I think my puzzle element will be very intuitive to most players and addresses an issue where people are requiring the user to exploit physics to achieve similar results. I've gotten it looking fairly decent with the portal gates, my only problem now is making sure I find a way to interrupt an output delay if a certain event fires.

And I think I can do that with logic relays.

And I was right, logic relays worked great. Here's a screenshot of what I'm doing. I'll release the VMF (its instanced) for it with my map when I finish it. Obviously lighting and textures changing, going to add a glowing light (red/green) for if the "mirror" is engaged or not. It turns on 5 seconds after the box drops (gives it time to stabilize because the portals will do crazy stuff if they aren't stable)

If someone knows how to trigger on motion stop let me know, I see motion starting, but not stopping in the func_physbox.

|| downward_redirection_box.jpg
Not glitched floating, its on an invisible platform for testing purposes.

downward_redirection_box2.jpg

||

An interesting side effect that could bring some interesting puzzle variation.

downward_redirection_box3.jpg

Also, anyone know how to flag it so it'll be destroyed by an emancipation grid?

can also shoot portals through it and they get redirected as well. I think I can turn that off though, but I'll leave it in there. Can also stare at yourself if you put in on the floor and crawl through the open end, the game turns you and shoves you facing yourself, never realized how mean Chell looks up close, she has a really pissed off look on her face.

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Vandread83
66 Posts
Posted May 28, 2011
Replied 1 day later
May not use it after all, too glitchy. I think if I could detect any movement of the brush and make the portals close then open again once all movement has completely stopped it would be possible, but as is, I can make the portals close on pick-up, but all triggers I try for when someone pushes the box don't work so the portals stay open as you shove the box around. so I tried enable/disable motion while the portals were open, but you have to enable motion on use, but if you hit the angle right you can use it but not pick up and then push it around.