There are actually two problems
First one is the fact that the reflection on the mirrors appear as the missing texture icon.
The second is that Only some of the mirrors I have placed/place appear in celeste, but work fine in lönn.
#Mirror Reflection not working
1 messages · Page 1 of 1 (latest)
Where are your mirror masks and where are the actual decal pngs?
Yeah, your mirrormask folder structure needs to mirror (pun noticed but unavoidable) the folder structure for your decals
So they need to be in the subfolder AquesAquir/Deserted_Wastelands
oke

gonna try again
First problem fixed at least!
wait, nvm
maybe
maybe both have been fixed
What was the second issue, I couldn't tell from your screenshots
umm, in lonn you can see that the middle of the tubes (and hovering above the ground) there is a slight darkened tone. but then in game, I can only see the ones hovering in the air
its actually a layering issue
I see 3 tubes in loenn and 3 tubes in Celeste?
ye
imma show a vid
well, bc of obs being funny and showing a black screen when I transition windows, ill explain it here
basically in lonn the mirror assets appear above the behind wall
but in game they are actually behind it for some reason
I'll take your word for it
umm, I send a better one
its still an issue I guess yeah
this might help see it a bit better
at the start I show that you can see the glass in lonn (hovered over them with my mouse)
then I went to celeste showing that they didn't appear in game
after that I went back to loenn adnd removed the back wall (at the same time somehow removing the mirrors in loenn too?)
but then in game everything looks fine
so for some reason the layers look different in lonn then in celeste (unless I am stupid)
So you think the issue is just that the back wall is in front of the mirror?
they souldn't be
I copy and pasted them several times
and them why do tehy look like they are at the top in lonn?
I wouldn't be completely shocked if that was the case. You can try adjusting the depth in the DecalRegistry
yeah, thats not the problem, just tested (if you want I can show a vid)
how so?
I cant see any depth in here?
Add a thing before or after the <mirror /> tag in your xml saying <depth value="some value, idk try 100" />
It should put your glass decals in front of all the others
Is everything fixed then?
the giant clueless in the rooms is killing me
do be like that
as seen in this image, now the reflection doesn't work

@upbeat aspen you should probably un tag this
I'll try a few possible fixes now
(I removed the line of depth line of code)
Nope, although the mirror were placed after the background thing, they appear in the background
(atleast the mirrors work now though)
imma try with FG mirrors
Even FG mirrors are behind a previously placed BG background
!
is this because they are semi transparent?
make the depth in the xml like 9000
just found this
// when making a decal mirrory:
private void MakeMirror(string path, bool keepOffsetsClose) {
// make it further away? for some reason?
Depth = 9500;
// some other stuff also
...
why it do that?
Umm, can try later... (Australia moment)
anyway you can make it closer by setting a lower depth value, and 9000 is what most bgdecals use
is this some wacky vanilla compat thing lmao
Where do I put this in the xml?
I am guessing after mirror line
put <depth value="9000" /> after each <mirror />
try 8990
maybe the reflection is rendering behind the other decals?
yea i think the reflection is rendering behind the decals. not sure if that's fixable
you could move the other decals back so their depth is greater than 9490, which is where the reflections are fixed at
or you could use a change depth trigger to move the MirrorSurfaces entity forwards to have a depth of around 8990
umm, so do I need to add the background assets to the .xml file?
and then in game use a trigger to move the depth of the mirrors to be higher?
you can do either, you don't have to do both
i'd recommend the change depth trigger
yeah, thats what I thought
Crystalline Helper has an edit depth trigger, hopefully it supports this
the potential problem is that the MirrorSurfaces is special, there's only one per map and i think it's always at 0, 0
what do I put in this box?
just 8990
oh, oke
I feel like the 'effect on entities' box has the wrong thing in it (as in it need to be structured differently). Did I get it correct?
(also its not working)
set X = -8, Y = -8, Width = 16, Height = 16, Entities to Affect = MirrorSurfaces
it's not one of the triggers you have to enter
i guess it doesn't work on MirrorSurfaces 
(just to show what is happening on my end)
it just disappears (the trigger)
so then what?
or do we just say its impossible (not counting absurd methods that would take far too much time compared to the result)
yea it moves far away, to around 0, 0
maybe try with Celeste.MirrorSurfaces?
it might not be possible without further shenanigans
mhm
decal registry attrs are processed in xml order right?
that's more of a question for microlith
so I thought
pretty sure they are, but the issue here is that the decal registry can control the decal's depth but not the reflection's, which is a different entity




