Screenshot Competition

Kuroneko

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Resource hog. Think about it, basicly, the engine will be redrawing the world from a different angle with a mirror. Thats alot of extra work.
 

Thothie

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Inference is only for the sentient. ;)

Seems ashame to waste such a lovely effect... I don't think the FPS hit would be so bad in areas where the reflections didn't include too many polys or models... Seems it might be prudent to include a new entity... ms_reflective_wall, ms_reflective_illusionary, and/or ms_reflective_water. You could then control where in the map reflections occured, and could even add them to things other than water... Maybe even add entity properties to control the nature of the reflection itself.

Just a thought.
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Kuroneko

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Thothie said:
Inference is only for the sentient. ;)

Seems ashame to waste such a lovely effect... I don't think the FPS hit would be so bad in areas where the reflections didn't include too many polys or models... Seems it might be prudent to include a new entity... ms_reflective_wall, ms_reflective_illusionary, and/or ms_reflective_water. You could then control where in the map reflections occured, and could even add them to things other than water... Maybe even add entity properties to control the nature of the reflection itself.

Just a thought.
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Well, we're doing reflections based on a certain texture name.
It also has the ability to, or to not, reflect the world (so, only models)
 

Thothie

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Well, if you made it a separate entity, you could mark any series of brushes with any texture as reflective. This would allow not only for reflective water, but reflective glass, floors, and mirrors. Just have to strategically place them so they don't reflect too many polys.

Granted, I'm not sure how well the effect works through just these screenshots.
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Reflections FTW, but if you host a server with them you better get a nice comp :/
 

Con Artist

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Although not in game, this is a screenshot regardless. 8)

packsandsheaths5sp.jpg
 

Thothie

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It's a screenshot of a render. :p

Reflections FTW, but if you host a server with them you better get a nice comp :/

Think it would be done client side - or at least, I see no reason for the server to need to track the reflection's position. Lag generated would be FPS lag. Again, easily delt with if the mapper had control over where the reflections were to occur.
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Belmont

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Im getting 1GB ram so I will be able to host it with reflections...
 

Kuroneko

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Thothie said:
It's a screenshot of a render. :p

Reflections FTW, but if you host a server with them you better get a nice comp :/

Think it would be done client side - or at least, I see no reason for the server to need to track the reflection's position. Lag generated would be FPS lag. Again, easily delt with if the mapper had control over where the reflections were to occur.
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Reflections are client side
Mappers do decide where reflections occur

However, remember, if you're hosting a listen server....reflections will be taking quite a bit of power away. Thus reducing the performance on the server.
 

Thothie

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I was only guessing; Lord K made the official declaration... So he was only told once. ;)

Tis true though is rough on listen servers I suppose, and that Gig of RAM wont help - what you would need to compensate is a fast graphics card and/or CPU - or simply disable the feature when hosting - presumably the clients would still see it on their end.

Then again, the MSDS never seemed very CPU intensive, so I don't see it being that much of an issue. I suppose if you wanted to be absolutely certain and had an HT CPU, you could shift the HLDS to CPU thread #1, and keep the client on CPU#0, since neither app is hyperthreaded.

As for mapping... If it applies to a certain texture, and the texture has to be rendered, then the mapper's ability to control when and where reflections would occur would be rather limited though. I suppose, however, if you get reflections from the same texture, even with the render amount of the brush it's attached to is zero, then you still have the ability to stick reflections just about anywhere you wished. Can this system do horizontal, as well as vertical reflections? (Ie. Can it be used to make mirrors on walls, as well as floors?)
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Thothie

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So you could, in theory, make a window with a texture render of 200, and put this reflective texture behind said window, and simulate the effect of a player's reflection on the window as he walked by...

...or the more classic "copy the room upside-down" method, with a marble floor texture rendered between the two copies of the room, and simulate a reflective marble floor, reflecting not only the room, but the player models...

Excuse me while I drool for awhile now... :eek:
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J-M v2.5.5

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But what happens if you place two reflective surfaces opposite of each other, facing each other (two 'mirrors')? Wouldn't you get a hall of mirrors effect? Infinity calculations? Crashes? :oldshock:
 

Gurluas

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good question... you will probably get alot of wierd flying player models...
or a crash

i got something in real life... wheres theres a cube that hovers in a little cube... that illusion is made with mirrors
 

Thothie

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Well, it only reflects models, so it wouldn't reflect other reflections... Although the Quake3 reflection system reflected everything, including other reflections, and it never seemed to cause an issue to stick two mirrors next to each other, not even lag, just the odd visual effect. Q3 works in mysterious ways though.
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