Func reflective glass: Difference between revisions
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Note:Currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view ( + pvs ) at a time.
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* Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces. See <code>hl2/materials/glass/reflectiveglass001.vmt</code> for an example. | * Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces. See <code>hl2/materials/glass/reflectiveglass001.vmt</code> for an example. | ||
* [http://forums.facepunchstudios.com/showthread.php?p=8090914 FacePunch Forums: examples of func_reflective_glass usage Warning: BIG screenshots!] | <!--* [http://forums.facepunchstudios.com/showthread.php?p=8090914 FacePunch Forums: examples of func_reflective_glass usage Warning: BIG screenshots!] | ||
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{{note|Currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view ( + pvs ) at a time.}} | {{note|Currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view ( + pvs ) at a time.}} |
Revision as of 18:26, 7 May 2008
Template:Wrongtitle Template:Base brush
Entity description
A brush entity entity used to produce perfectly reflective glass that renders world + entities.
- Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces. See
hl2/materials/glass/reflectiveglass001.vmt
for an example.
