I was just playing the old DM-1on1-DavidM map and really liked the reflecting water effect this map offers at the lower level.
I tried to understand how David did this, but I failed to understand it.
The water texture is checked as Translucent, Two Sided and Portal.
The Water zone info seems to be normal however.
Someone knows how this works? I like it, I want it, I need it
Link to the map:
https://unrealarchive.org/maps/unreal-t ... f2b58.html
Thanks in advance
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It really just a Mirtor and Translucent setting of the floor of the water. Unfortunately there seems to be an issue when reflecting a sky zone.
I wonder, will this be fixed in the patch?
But nice feature to know about
I understand. Sad news. If this because it would require a rebuild of a map with a patched editor?
In this case it could be possible to fix it theoretically if the mapper world accept loosing backward compatibility. (Checkbox?) I would go for it personally
But the purpose of the new patch is to fix bugs, not create new incompatible builds.
One more thing, as said by one of the patch developers for Unreal: https://www.oldunreal.com/cgi-bin/yabb2 ... 977585/6#6
The problem is that there are no people who would be able to fix such bugs properly. Probably, many talented programmers could try to find a good solution for the given issue, but they simply have no access to the relevant source code.
Okay. We have moved away from the original topic of the topic. There is a separate topic for the patch. You do not need to mix everything together.Considering the current possibilities, I think that leaving everything as is would be the best option (although the issue most likely can be fixed in theory, in practice we don't have devs with access to the relevant source code, a sufficient level of programming skills, and a sufficient amount of free time in order to implement appropriate modifications without introducing 10 new bugs instead).
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First link in the Mr. Prophet's Mapping Tutorials section
If you build the water pool, and translucent ,,and - or mirror causes HOM, Get rid of the pool part brushes (BSP) on the last build. Therefore it can't have HOM with mirror or translucent that affects a BSP that isn't there.
(is what I think is going on)