Making a mirror is not very difficult. The thing to remember is that there is a sector "behind" the mirror -- and that is where the reflection takes place. I believe that what 3D-Realms did to produce the mirror effect is to display the sector you are in in reverse in the other sector behind the mirror. This is why there must be a sector behind there and why the sector must be big enough to hold any view the mirror might reflect. If you don't make your "behind-the-mirror" sector big enough, you will get display problems with your reflection.
1. Start by making three sectors. The bottom sector is a normal room. The middle sector
is our mirror and the upper sector is the large sector that will handle the reflection.
2. In 3D mode, I've added some texture to our main sector.
3. We can leave the large "behind-the-mirror" sector alone in terms of
texture (it will not be shown anyway). One important tip: Bring the ceiling down
to the top of the mirror and the floor up to the bottom of the mirror. If you
don't do this, the reflection will shift and distort when Duke jumps or ducks.
4. Now go back to the main sector and get in front of the mirror.
5. Point the mouse at the floor of the mirror sector (notice the placement of the white
cross cursor below). Press '1' to make this a one-sided wall. The default brown brick
texture will probably appear.
6. Point to the brick texture and press 'V' twice. Select tile #560, MIRROR.
7. Below leaving 3D mode, point to the mirror texture and press 'B' and 'H'. The 'B'
sets the blocking on the like so Duke can not walk "into" the mirror (and into
the other sector!). The 'H' makes the line hittable to projectiles will hit the mirror and
break it.
All Done! Save the map and go run it. "Damn, I'm looking good!"
Download this map: mirror.zip
This page will change as warranted by your comments, so please let me know if this helped you!
Patrick Steele
pjsteele@home.com
Copyright © 1996, Patrick J. Steele, Last Updated - 11/06/98 01:24 AM