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Jeremiah
18
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Joined: 9th Sep 2006
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Posted: 10th Feb 2008 20:14
I was wondering if anyone has had any luck making one way glass. I need the ability for one of my scenes so that you can see through to the room on one side, but not on the other. Basically I am looking for a big mirror if anyone has it.
CoffeeGrunt
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Posted: 10th Feb 2008 20:19
Sorry,nope....

If you can see one way, you can see the other....

and vice-versa...

If, (and only if), FPSC had an extra camera, you could have it....

But not yet no...

Jeremiah
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Posted: 10th Feb 2008 20:28 Edited at: 10th Feb 2008 20:32
Yea, I was worried about that. There has got to be a way to fake it. I will try to figure out something.

I guess I could place a mirror one one side and with a little cheating I could take a screen capture of an open whole in the wall leading to the other room and super impose it. Hopeing that it would emulate or give the appearance at least of a two way mirror. I don't really need it to show action, it is only to understand part of the story. What do you think?


Now that I think about that, that won't work either due to the person moving around. The scene would never change and it would just be a damn picture. Back to the drawing board.
Jeremiah
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Posted: 10th Feb 2008 20:54
I have figured out a way to do it. by creating a segment with a black area placed over it and setting the back area of the segment to total black, and then editing the segment in the other room with a totally back (back end) but I end up with black bars covering it up when I get so close to it. I can still see through it on one end but not the other, but the black bars are annoying. Does anyone have any suggestions?
Corky
User Banned
Posted: 10th Feb 2008 21:18
Not sure if this will work but you could give it a try, create a square(model) to go in front of the window, make one side of the square's faces face the wrong way, so they are black, which makes fps creator make it transperent, and just make the other side normal, place it in the middle of the window and it might work. Im just guessing though.

CoffeeGrunt
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Posted: 10th Feb 2008 21:29
Or...

Make sure that you can't go back into the room where you can see through it, and when you exit that room the door closes when you enter a trigger zone and activates the "mirror" which uses ALTTEXTURE to turn to an opaque texture of choice....

Jeremiah
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Posted: 10th Feb 2008 21:36
All good ideas, I am going to take a break for the rest of the day and study for tomorrows test. I will take a look at this further to see what I can come up with.

Thanks for your ideas.
Avid
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Posted: 10th Feb 2008 22:36
Um, just create a plane with polies only on one side, then put a texture on it. For the other side, change the texture and rotate it 180 degrees. You can put them on the same spot and it won't matter, since there aren't any polies on the sides that connect with each other. I always do this, so it use less texture memory.
Cheese Cake
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Posted: 10th Feb 2008 23:47
Make a 2 sided plain box thingy...create a texture for it...
512x512 - devided in half 1 half is the transparent version.
the other is the non-transparent version.

Make a UV for it, with the transparent version attached to 1 side and the other to the other side.

This should do the trick....its very easy...no scripting or using trigger zones...or such.

Corky
User Banned
Posted: 11th Feb 2008 00:09
Quote: "Make a 2 sided plain box thingy...create a texture for it...
512x512 - devided in half 1 half is the transparent version.
the other is the non-transparent version.

Make a UV for it, with the transparent version attached to 1 side and the other to the other side.

This should do the trick....its very easy...no scripting or using trigger zones...or such."


Thats what I meant.

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