View Full Version : Enough laughing - mirrors!
sangluss
04-20-2002, 12:27 AM
Okay, for a little change this is a serious topic.
Needa now how to create mirrors. Yes, I know you must have 3 sectors for it, but I don't fully understand...I looked at MIRROR.MAP but I'm not much with that...So I ask you guys images/icons/smile.gif
Roger
04-20-2002, 08:45 AM
Click here. (http://blaster_b4m.tripod.com/maps/MIRROR.MAP)
The mismatched textures inside the mirror sector make it so that the player's map cannot detect that sector. Also, to make Duke talk when you push space, open up DEFS and find the sound you want him to say. Use that number as the mirror wall's hitag.
sangluss
04-20-2002, 01:08 PM
That link goes to the download of Mirror.map, but as I told before, I have that map. I'm asking how that you create mirrors, because I don't understand the tutorial map...
alejandro
04-20-2002, 01:21 PM
Create a room from the wall that should show the mirror and make it 1-side masked (from the outside), blocking and hitscan, and give it the texture #560, and it's done.
sangluss
04-20-2002, 01:28 PM
I see, but Alejandro, in most of build faqs, there stands you must use 3 sectors...
alejandro
04-20-2002, 02:41 PM
Only one is enough, if you want to use more sectors it's pure matter of map's design
Roger
04-20-2002, 04:35 PM
It is a mirror map that I MADE.
sangluss
04-21-2002, 03:25 AM
That is possible, but I can't download that map images/icons/tongue.gif
Guest
04-22-2002, 06:35 AM
Do you need a "step by step" explanation?
Roger
04-22-2002, 10:48 PM
Originally posted by sangluss:
That is possible, but I can't download that map images/icons/tongue.gif <font size="2" face="Verdana, Arial">IT IS A STEP-BY-STEP MAP!!! IF IT DOESN'T HELP, THEN SOMETHING IS WRONG!!!
http://blaster_b4m.tripod.com/maps/MIRROR.MAP
(IF YOU WANT TO FINALLY USE SOME COMMON SENSE, COPY AND PASTE THE FRIGGIN LINK)
[ 04-22-2002, 10:49 PM: Message edited by: Roger ]
Phoenix
04-23-2002, 12:54 AM
Originally posted by sangluss:
I see, but Alejandro, in most of build faqs, there stands you must use 3 sectors...<font size="2" face="Verdana, Arial">Never read that. You need two sectors one in front of the masked wall and one behind. Anyway the last post in this topic asked if you want detailed instructions. If so, click on my sig, SST Files and download one more FAQ from J. Bishop. There you will find the most detailed step by step instruction on how to make mirrors. Maps will not indentify the tags required to make the mask walls work.
sangluss
04-24-2002, 12:24 AM
FY! Leave it to this! With that explanition of Alejandro, my head is exploding from the Mirror IQ!
Ding Bat
04-24-2002, 01:50 AM
Try this explanation.
Make two rooms, the second one twice as big as the first one, the second room becomes the mirror room.
Then connect the two rooms as though you were making a window.
Now place the cursor on the floor of the (what would be the window sill) and hit the 'M' key , this makes a Mask on the wall of the (window sill).
The mask will probably be that brown brick. Now place the cursor on the brown brick and choose the tile #560. You should see a cross hatch of black with pink squares in build ,you will not see the mirror until you play the game. images/icons/wink.gif
sangluss
04-24-2002, 06:53 AM
As I told you, with the explanation of Alejandro, I know enough! Can't you read?
images/icons/cool.gif And the "M" key for a masked wall is the comma "," on my computer...Q=A W=Z
Z=W A=Q
M=, ,=M, just like in blood!
Roger
04-24-2002, 07:33 AM
Actually, I learned that you use a one-sided wall, not a masked wall.
Bruce Hamilton
04-24-2002, 08:18 AM
Originally posted by Ding Bat:
...the second one twice as big as the first one...<font size="2" face="Verdana, Arial">That "room behind the mirror" can be as small as the smallest grid, everybody places these huge empty rooms there. You waste a lot of space that you could be building your level in.
Phoenix
04-24-2002, 10:14 AM
Originally posted by Bruce Hamilton:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Ding Bat:
...the second one twice as big as the first one...<font size="2" face="Verdana, Arial">That "room behind the mirror" can be as small as the smallest grid, everybody places these huge empty rooms there. You waste a lot of space that you could be building your level in.</font><hr /></blockquote><font size="2" face="Verdana, Arial">You do not waste your space, hello? If the space behind your mirror is too small to 'capture' the to-be-mirrored-room your mirror will not work.
Again, read the FAQ before stating rubbish. And again the J.Bishop FAQ are on my SST Files site.
alejandro
04-24-2002, 07:27 PM
Originally posted by Phoenix:
If the space behind your mirror is too small to 'capture' the to-be-mirrored-room your mirror will not work.<font size="2" face="Verdana, Arial">??? in Military Madness I've made the mirrored viewscreens with a very small mirroring sector and it works perfectly
Ding Bat
04-25-2002, 02:27 AM
Originally posted by alejandro:
??? in Military Madness I've made the mirrored viewscreens with a very small mirroring sector and it works perfectly[/QB]<font size="2" face="Verdana, Arial">I've made a mirror with a small mirror room that you can open the mirror and go into the mirror room. But don't ask me to explain it, it's too complicated.
But just making a normal standard mirror, the mirror room has to be large as pheonix said. Usually what happens if the mirror room is not large, you will get a strange looking mirror when looked at from certain angles, or if you jump or squat infront of the mirror.
And thats the way it was. And is. graemlins/hhg.gif
Zilla
04-25-2002, 07:10 AM
Mirror, mirror, on the wall...
I had both experiences. In one map I created a big mirror room and had errors, then I built another mirror with a relative small mirror-space and it worked.
On the original maps created by 3DR most of the mirror-spaces are big, and they must have their reasons...they created Duke3d.
Bruce Hamilton
04-25-2002, 08:10 AM
If the space behind your mirror is too small to 'capture' the to-be-mirrored-room your mirror will not work. Again, read the FAQ before stating rubbish.<font size="2" face="Verdana, Arial">Guess the smallest sector is large enough. images/icons/smile.gif
But just making a normal standard mirror, the mirror room has to be large as pheonix said.<font size="2" face="Verdana, Arial">Phoenix is mistaken, try it out for yourself. images/icons/smile.gif
On the original maps created by 3DR most of the mirror-spaces are big, and they must have their reasons...they created Duke3d.<font size="2" face="Verdana, Arial">They probably didn't know otherwise. images/icons/smile.gif
alejandro
04-25-2002, 08:36 AM
The "small room mirror" works perfectly for me, looking from front, left, right, up or down I have no problems with it.
Why follow the FAQs as an algorythm?
Ding Bat
04-27-2002, 04:07 AM
OK......here it is one more time.
I just made some mirrors, two large identical rooms, one room with the mirror room twice the size, and the other mirror room was 128 pixels by 128 pixels.
The room with the large mirror room worked like it should.
The room with the small mirror room worked like it should if you are very close to the mirror. If you back off just a little, the mirrors goes WACKO.
And again... Thats the way it was and is.
alejandro
04-27-2002, 06:38 AM
Ok, here (http://www.serpico.com.ar/duke3d/mm.zip) is the link to my map. Test it and look at the mirrors from any point you want and you'll see that they work
Roger
04-27-2002, 11:12 PM
Nevermind.
[ 04-27-2002, 11:14 PM: Message edited by: Roger ]
Ding Bat
04-29-2002, 03:19 AM
Originally posted by alejandro:
Ok, here (http://www.serpico.com.ar/duke3d/mm.zip) is the link to my map. Test it and look at the mirrors from any point you want and you'll see that they work<font size="2" face="Verdana, Arial">Ok..i see all it takes is a hitag on the wall. did not know that.
Oh....by the way, the link does not work.
Close the thread. graemlins/hhg.gif
Bruce Hamilton
04-29-2002, 07:50 AM
Originally posted by Ding Bat:
Ok..i see all it takes is a hitag on the wall.<font size="2" face="Verdana, Arial">The wall hitag makes Duke speak when you hit space.
Oh....by the way, the link does not work.
<font size="2" face="Verdana, Arial">graemlins/dopefish.gif Yeah, it does. graemlins/dopefish.gif
[ 04-29-2002, 07:55 AM: Message edited by: Bruce Hamilton ]
Ding Bat
04-30-2002, 03:02 AM
Originally posted by Bruce Hamilton:
[/qb]<font size="2" face="Verdana, Arial">The wall hitag makes Duke speak when you hit space.[/QUOTE]
It's the lotag that make the mirror speak. images/icons/grin.gif
Bruce Hamilton
04-30-2002, 06:51 AM
Originally posted by Ding Bat:
It's the lotag that make the mirror speak. images/icons/grin.gif <font size="2" face="Verdana, Arial">Oops...My bad. images/icons/blush.gif
sangluss
05-01-2002, 12:26 AM
Originally posted by Ding Bat:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by alejandro:
??? in Military Madness I've made the mirrored viewscreens with a very small mirroring sector and it works perfectly<font size="2" face="Verdana, Arial">I've made a mirror with a small mirror room that you can open the mirror and go into the mirror room. But don't ask me to explain it, it's too complicated.
But just making a normal standard mirror, the mirror room has to be large as pheonix said. Usually what happens if the mirror room is not large, you will get a strange looking mirror when looked at from certain angles, or if you jump or squat infront of the mirror.
And thats the way it was. And is. graemlins/hhg.gif [/QB]</font><hr /></blockquote><font size="2" face="Verdana, Arial">Are you telling me you created Morecity (or Realcity)? Why do I think this?: Because their is a sliding mirror door in one of those maps...
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