Glass help

Having a problem with a shader or texture
RedSnappa
Posts: 323
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Location: North Carolina (USA)

Glass help

Post by RedSnappa »

A few questions:
1. Is it possible to have glass that acts like a mirror at short distance (like ~100 units in Radiant) but like transparent glass at long distance (like ~500-1000 units)? If so, how would I do it?
2. If not, what is the best way to set up a shader for a transparent glass floor (that is not breakable)?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Delirium
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Location: Auckland, New Zealand

Re: Glass help

Post by Delirium »

I posted a shader in the other thread. Use it...
Image

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

So the "close mirror, far glass" thing can't be done?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Delirium
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Re: Glass help

Post by Delirium »

no
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RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

I tried the simple water shader you posted, minus the surfaceparm water and surfaceparm nonsolid. It isn't working. I took out all the tcMods, since my texture shouldn't be moving at all. Will that make it stop working?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Delirium
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Location: Auckland, New Zealand

Re: Glass help

Post by Delirium »

you should try follow this tutorial http://www.gotdelirium.com/site/articles_8.html

If you follow that it should work. theres more info there.
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RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

I'm not doing liquids right now. I was trying to adapt what you posted for liquids to work for glass. It didn't work, and adapting what I came up with for liquids also didn't work. I also tried using a glass shader from another map I made, and it didn't work. So I appear to be lost.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Delirium
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Location: Auckland, New Zealand

Re: Glass help

Post by Delirium »

What I posted was in regards to your glass brush not your water brush
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RedSnappa
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Location: North Carolina (USA)

Re: Glass help

Post by RedSnappa »

I still don't get it. What does this have to do with glass? You mention glass one time at the top of the article and then it is all about liquids. My glass is solid but transparent so my caulk must be as well?

That said, I think I have a use for that slime.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

bludshot
Posts: 111
Joined: Fri Sep 23, 2011 12:12 am

Re: Glass help

Post by bludshot »

I have an idea and I have no idea if it would work or not. In Q3A there are those portal teleporters that you can see right through to the other side, but when you walk further from them they fog over. What if you put shiny glass in front of one of those teleporters, and pointed the teleporter (portal view) right back out from the teleporter (and of course the shiny glass would be unbreakable and prevent people from walking into the teleporter (in fact, I imagine that an entity provides the actual teleportation in q3a, and the surface of the visible 'teleporter' is just some kind of portal.

This could give the type of effect you are looking for, unless urt can't have teleporter (portals) like that?

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