Difference between revisions of "Func reflective glass"

From Valve Developer Community
Jump to: navigation, search
m (further tidy but still not there: needs to be completed (marked as stub))
Line 1: Line 1:
== func_reflective_glass ==
+
{{stub}}
 +
{{wrongtitle|title=func_reflective_glass}}
  
Used to produce perfectly reflective glass that renders world + entities.
+
== 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.
 
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.
Line 7: Line 9:
 
'''See''' hl2/materials/glass/reflectiveglass001.vmt for an example.
 
'''See''' hl2/materials/glass/reflectiveglass001.vmt for an example.
  
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.}}
 +
 
 +
== Availability ==
 +
{{in game|brush}} {{game|TF2}} <!-- At least in TF2... I don't know if it's available in more games ... ? -->
 +
 
 +
== External links ==    <!-- only for initial reference...can be removed  -->
 +
* [http://forums.facepunchstudios.com/showthread.php?p=8090914 FacePunch Forums: examples of func_reflective_glass usage  {{warning|BIG screenshots}}]
 +
 
 +
[[Category:Entities]]
 +
[[Category:Brush Entities]]

Revision as of 11:04, 21 January 2008

Template:Wrongtitle

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.

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.

Availability

This brush-based entity is available in: TF2.

External links