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Trouble with face attributes in universal models.

Posted: Wed Sep 12, 2012 1:13 am
by Agent_X7
Hi, my problem this time is more about detail rather than practicality. I have a flat, rectangular box set up with the mirror face attribute and transparency checked, and a transparency value set to 2. I set all the faces to "mirror", sans the back side, and all was going smoothly until I made the mirror brush into a universal model. Now the mirror will appear completely transparent instead of reflective whenever I run the level. The whole mirror is as see-through as a window, and the only thing that appears to be reflecting is Virgil if he's right against the surface of the mirror. It seems the transparency value is still intact, but the mirror face attribute is not. I was wondering if there was any way for the brush in a universal model to retain its face attributes? Thanks in advance for any help that is offered.

Re: Trouble with face attributes in universal models.

Posted: Wed Sep 12, 2012 11:22 am
by QuestOfDreams
Mirrors don't work with movable geometry.

Re: Trouble with face attributes in universal models.

Posted: Sat Sep 15, 2012 5:24 pm
by Agent_X7
QuestOfDreams wrote:Mirrors don't work with movable geometry.
I see... In that case, is there any way to create a script that would delete a brush in correlation to a destroyed universal model?

Re: Trouble with face attributes in universal models.

Posted: Thu Sep 20, 2012 4:08 pm
by QuestOfDreams
I'm not quite sure what you're asking for. :?
World models and actors can be moved, static level geometry is just that, static.