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Mirrors and Mirroring

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HMW, I should not have doubted you. I went back and tried out the func_clip_vphysics which worked better than I originally thought. I was also able to get the button to work as well! It was nothing personal, I was just hoping for all the work to be done on the mirror side, but this works perfectly.

This thread is resolved and can be locked. Check out my working mirror concept demo here.

No problem, I'm glad you got it working :)

I was still looking for an ending puzzle for the map I'm working on. I might use this mirror setup, so thanks for the idea!

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No problem. I'd love to see different ways to implement this.

This thread was VERY helpful in helping me understand how to work around the limitations of using the logic_measure_movement entity. The func_clip_vphysics brushes are the perfect solution for limiting the movement of the parent object while making it appear that it is the linked object that is colliding.

I'm surprised no one here has heard of prop_mirror.

Omnicoder wrote:
I'm surprised no one here has heard of prop_mirror.

Have you used it? The leafs go crazy and sometimes your character disappears.

Avoid prop_mirror xD

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chickenmobile wrote:
Omnicoder wrote:
I'm surprised no one here has heard of prop_mirror.

Have you used it? The leafs go crazy and sometimes your character disappears.

Avoid prop_mirror xD

It appears Valve modified it since release. I tried one in a map the first day and it was solid and didn't have rendering issues. No idea what's wrong with it now.

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