i use gtk radient, and i want to know how to put mirrors in. is it a texture?
So that you can see yourself in the floor?
Here is a quote from Kayron James Mercieca's mapping tutorials:
Kayron James Mercieca Doing – Mirrored Floors:
Before you continue with this tutorial, make sure you have “Single Player mapping mode” active. To activate it, go to “File”, “Project settings” and select “Single Player mapping mode” from a list, click “OK” and close JKRadiant. Then re-run JKRadiant and continue with this tutorial… Mirrored floors have been a terrible pain in the ass… Surprisingly, they are extremely simple to create! All we need to do is texture the brush you desire to be a mirror with a mirror texture and place a “misc_portal_surface” entity on top of it. In the above screenshot, you can see the mirror works properly except you see the black reflection at the bottom… This is due to the lighting of the ceiling! If you were to properly light up your ceiling so it appears realistically lit with no darker areas, then your reflection on the mirror brush should be perfect. At the end of the day, it is a mirror and mirrors what can be seen from the mirror brush itself! This feature slows down FPS since it is demanding on your system. You may also use mirrored floors in multiplayer maps but if you do, use them extremely sparingly as lag may persist if used too much… First of all, lets start making our room with the light entity and player start entity. From the “Textures” menu, select the “bespin” texture subset. When all the textures are loaded, click to select the first texture. In the grid editing area (XY view mode), left click and drag to create a brush about this size, When done, click the “Change Views” button to go to XZ view mode. Now, leave the left mouse button pressed on top of the top line (ceiling) and drag it to about this size, Now click the “Change Views” button twice to return to XY view mode. Now simply click the “Hollow” button to hollow out your room. When hollowed, you should see in the 3D camera (view from outside), Now press the ESC key to unselect all the room’s brushes. Within XY view mode in the grid editing area, right click in the middle of the room and select “light” from the menu. When the “Light Intensity” window comes up, type “1000” as a value and click “OK”. Go into XZ view mode and make sure the light entity is right under your ceiling brush. To move an entity, leave your left mouse button pressed on the entity itself and drag it up/down. When repositioned appropriately, press the ESC key to unselect it… Next is your player start entity! Return to XY view mode and right click on the bottom left corner of your room and go into the “info” menu and select “info_player_start”. Make sure the entity itself is INSIDE the room, if it is not, just move it inside into the corner. Then, go into XZ view mode and make sure the player start entity is right above the floor brush. When moved, return to XY view mode and press the ESC key to unselect it… From the 3D camera, your room should now look like so (from the inside), Now for the main function of this tutorial, the mirrored floor! From the “Textures” menu, go all the way down into the “-------“ extension. From the extension of the menu, select the “tests” texture subset. When all the textures are loaded, leave your SHIFT key pressed and left click on your floor brush in your 3D camera. When your floor brush is selected, scroll two thirds down the textures and click to select the texture titled “mirror_floor2” which looks like so, As soon as you click the texture, your floor brush will be re-textured. Now just press your ESC key to unselect your floor brush. All you need to do now is put in the entity “misc_portal_surface” right above the floor brush. So, in the grid editing area (XY view mode), right click in the middle of the room and go into the “misc” menu and select “misc_portal_surface”. When the entity is inserted, place it in the middle of your room and then go into XZ view mode and move it right on top of the floor brush. Make sure it is right on top, which means the bottom of the entity is touching the floor brush but not going through it… When placed, press the ESC key to unselect it and return to XY view mode. You’re done! To test out your map, save it to the default JKRadiant’s save directory for “.map” files. Give it a simple filename such as: test When saved, go into the “BSP” menu and select “FullVis”. This will fully compile your map! You will know when it’s done since the Windows Command Prompt window will close automatically. When it does, close JKRadiant and run the game in single player mode. While in the main menu, press the “SHIFT `” keys to open up the game console. Note the ` key is the one directly under the ESC key! When in the game console, type: devmap test Press the ENTER key and your map will load! When in-game, take a look at your beautiful, reflective floor! You can do this to walls and ceilings as well, as long as it is a brush, it can be done! Although, it is not recommended to make standard mirrors since the available textures for mirrors in Jedi Knight II are titled and are not flat...
Good job! It is easy to create mirrors, just use a texture. And if you want to make a regular texture shiny, in the 'Imperial' set, you can see the 'shiny' testure to use.
Can you give me link to this site from quote?
Well, to be honest, I download the tutorial. Then the site went down. The url WAS http://mapping.jediknightii.net/. But remember that jedikngihtii.net is now down (for ever I believe).
Aw, man! That site was very useful for tutorials.
Sure was. I used to link people to it. Now theres only the other one everyone links to. If it wasn't for that tutorial, I wouldn't be a mapper. It tought me SOoooo much. :(
P.S. There was originally images included with it. But unfortunatly, I had no where to host the images. So I just copied it and it came out as plain text.
Hmm. Well, there is that pro,ising new site with the video tutorials, sentient-studios.com. Or, then again, Bubba's Arena is another excellent site.
If you want link to Bubba's Arena, here you go: http://www.planetquake.com/bubba/mapping.html