Reflection

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KFredje
55 Posts
Posted Jun 04, 2012
Hi,

I'm making a new map and I have a little problem. I have a wall as func_brush. This wall will move in the game. There is also goo on the ground. Also, behind the wall there are items...

The items get reflected in the goo and the wall doesn't and this should be reverse. So if the wall is there, items do not reflect in the goo and the wall does and when the wall is gone the items should reflect.

Is there a way how to achieve this?

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josepezdj
2,386 Posts
Posted Jun 04, 2012
Replied 26 minutes later
Would it be possible that you tell which water texture are you using? Some of them has some particular settings into the .vmt that could be influencing those reflections.

Also check out in the func_brush properties and make sure that "Render Fast Reflections" is set to Yes

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Brainstone
401 Posts
Posted Jun 04, 2012
Replied 19 minutes later
On a related note, all my goo water textures don't reflect prop_dynamics. (I always use the first texture of the model browser if you search for "toxic", because this water texture doesn't have the annoying square borders)

Is it possible to reflect prop_dynamics in goo?

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Groxkiller585
652 Posts
Posted Jun 04, 2012
Replied 6 minutes later

Brainstone wrote:
On a related note, all my goo water textures don't reflect prop_dynamics. (I always use the first texture of the model browser if you search for "toxic", because this water texture doesn't have the annoying square borders)

Is it possible to reflect prop_dynamics in goo?

I get the opposite effect: everything that is not an entity using a model or not a prop_dynamic does not show up in goo reflections.

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josepezdj
2,386 Posts
Posted Jun 04, 2012
Replied 23 minutes later

Brainstone wrote:
Is it possible to reflect prop_dynamics in goo?

Well, I'm not in front of my computer right now... but I guess you're referring to "toxicslime002a" maybe? I'll have to check out into the .vmt later and let you know but, if you can, meanwhile go check into the .vmt if there's a line like so:

"$reflectentities" 1

(or maybe this line has a "0" value)

If not, try to add it saving the texture with a different name, and select it in hammer in your map...

Tell me if it makes some difference.

Groxkiller wrote:
I get the opposite effect: everything that is not an entity using a model or not a prop_dynamic does not show up in goo reflections.

Which water texture are you using?

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KFredje
55 Posts
Posted Jun 04, 2012
Replied 50 minutes later
Tnx for the help, setting "Render Fast Reflections" to Yes fixed my problem :smile:
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Brainstone
401 Posts
Posted Jun 04, 2012
Replied 1 minutes later
Yep it's working now. I have set onlyreflectmarkedentities to 0 and added reflectentities 1.
however, now it has a noticeable small lagging on my PC, which can't honestly be called bad, what leads me to the conclusion that I should name this texture "toxicslimeExpensive" and only use it in special occasions.

Thank you anyway. :thumbup:

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josepezdj
2,386 Posts
Posted Jun 04, 2012
Replied 10 minutes later

KFredje wrote:
Tnx for the help, setting "Render Fast Reflections" to Yes fixed my problem :smile:

Glad to hear! :thumbup:

Brainstone wrote:
Yep it's working now. I have set onlyreflectmarkedentities to 0 and added reflectentities 1.
however, now it has a noticeable small lagging on my PC, which can't honestly be called bad, what leads me to the conclusion that I should name this texture "toxicslimeExpensive" and only use it in special occasions.

Thank you anyway. :thumbup:

Yeap, I'm afraid this water has become expensive by reflecting all entities... Anyway, indeed you could make some use of that param "$onlyreflectmarkedentities" instead marking only those entities you want to be reflected, this way it's you who decides the most convenient balance between performance / reflection...

EDIT: Addition to all above said: sometimes building cubemaps solves many bugs in reflections, please note!