[QUOTE=Killuah;15978868]Because there is far more to creating a game than coding.
And I want those portals in EP3.[/QUOTE]
FYI there are people who work on portalized aswell, not just null. If valve wanted to make complex portals they would have. They just don't need them.
And there's far more work involved than just 'inserting' code into EP3. Contradicted your self much?
[QUOTE=qurl;15978976]FYI there are people who work on portalized aswell, not just null.[/quote]
Yup, Svenstaro. He's the modeler/artist/web guy behind Portalized.
[quote]If valve wanted to make complex portals they would have. They just don't need them.[/quote]
Actually, they just can't. At least not in their current version of Source. It's not so much that they don't have the skill (come on, I'm a 15 year old high school student, I'm sure they can come up with the same technology), it's just that Source can't do it.
[quote]And there's far more work involved than just 'inserting' code into EP3[/QUOTE]
Thanks - some people just don't understand this.
Anyways, another quick image:
[img]http://imgkk.com/i/aK4cS4ct.png[/img]
And the discovery of yet another annoying bug:
[quote]
rendering 3 lights
rendering 3 lights
rendering 3 lights
rendering 3 lights
rendering 0 lights
rendering 0 lights
rendering 0 lights
rendering 0 lights
rendering 0 lights
rendering 3 lights
rendering 3 lights
[/quote]
Yup, that's definitely why the lighting disappears sometimes. Now I just have to figure out where the fuck my lights are hiding for 5 frames.
Awesome lighting through portals, though I think it would definately look nicer if the edges of the light were soft to make it look correct with the soft shadows.
Also
[url]http://newtondynamics.com/[/url]
Click videos and your seesaw one is on the top of the list :D
[QUOTE=nullsquared;15979039]-snip-[/QUOTE]
I have to agree with Jallen, those lights are quite ugly.
Also the newton forum confirmation codes are impossible to read and now I cant register because I exceeded the amount of tries you can do and I want to use the forums.
FUCKING RAGE.
Seriously guys see for yourselves, its ridiculous.
[QUOTE=Jallen;15979196]Also the newton forum confirmation codes are impossible to read and now I cant register because I exceeded the amount of tries you can do and I want to use the forums.
FUCKING RAGE.
Seriously guys see for yourselves, its ridiculous.[/QUOTE]
haha holy shit that's insane :v:
[QUOTE=Jallen;15979093]Awesome lighting through portals, though I think it would definately look nicer if the edges of the light were soft to make it look correct with the soft shadows.[/quote]
Actually, there currently are no soft shadows. In fact, the first release of Portalized might not have direct shadows. It fits the performance bill, and it fits the visual style we're going after.
[quote]
Also
[url]http://newtondynamics.com/[/url]
Click videos and your seesaw one is on the top of the list :D[/QUOTE]
I know :D
[QUOTE=Jallen;15979196]Also the newton forum confirmation codes are impossible to read and now I cant register because I exceeded the amount of tries you can do and I want to use the forums.
FUCKING RAGE.
Seriously guys see for yourselves, its ridiculous.[/QUOTE]
I see what you mean...
[img]http://www.cubeupload.com/files/be7800capfail.png[/img]
Question for null: Would it be possible to put a smaller portal into a bigger portal?
[media]http://www.youtube.com/watch?v=HurQA6uvvbU[/media]
I'm making some progress. Too bad I couldn't record sounds.
That's pretty sweet, you desperately need additive blending though!
[QUOTE=jefflol;15979882]Question for null: Would it be possible to put a smaller portal into a bigger portal?[/QUOTE]
No.
And a video of the lighting in action:
[media]http://www.youtube.com/watch?v=Da_r9O4lTfY[/media]
[QUOTE=qurl;15978976]FYI there are people who work on portalized aswell, not just null. If valve wanted to make complex portals they would have. They just don't need them.
And there's far more work involved than just 'inserting' code into EP3. Contradicted your self much?[/QUOTE]
The inserting was meant in a jokingly way.
My first ever program in C++. Started reading a book and some tutorials today.
[img]http://imgkk.com/i/CdDBEKYq.png[/img]
A Calculator :3:
Does the light, which has passed through a portal, not cast shadows? Or not yet?
Also, can such a light pass through multiple portals (like from portal A to portal B, to A again ...)? Won't that be quite expensive?
Will indirect lighting be "portaled"?
How hardware demanding is this feature, or can you not yet estimate it since it's not finished and/or optimized?
..you should make an own thread for that game/engine :P
[editline]17:46[/editline]
To above: [url]http://www.jasonbadams.net/20081218/why-you-shouldnt-use-dev-c/[/url]
And, does it properly handle divisions by zero? It's a common mistake with simple calculators ;)
[QUOTE=ZeekyHBomb;15980421]Does the light, which has passed through a portal, not cast shadows? Or not yet?
[/quote]
[QUOTE=nullsquared;15979229]Actually, there currently are no soft shadows. In fact, the first release of Portalized might not have direct shadows. It fits the performance bill, and it fits the visual style we're going after.
[/quote]
[quote]
Also, can such a light pass through multiple portals (like from portal A to portal B, to A again ...)?
[/quote]
Not in the current version. I just wrote the very first, very basic version
[quote]Won't that be quite expensive?[/quote]
Nope.
[quote]
Will indirect lighting be "portaled"?
[/quote]
Indirect light is calculated after the portals, so, yes.
[quote]
How hardware demanding is this feature, or can you not yet estimate it since it's not finished and/or optimized?
[/quote]
This is in the deferred shading renderer of Portalized. You will need a relative "current" card. My 320MB 8800GTS (not the G92 version) runs 1440x900 fullscreen very well. Technically, even something like a 7900 should work, albeit a bit slowly. There's also a forward shading renderer of Portalized, which should run on ... well, pretty much [i]everything[/i] (of course, minus all the pretty graphics)
[quote]
..you should make an own thread for that game/engine :P
[/QUOTE]
Should I? And put it where?
[QUOTE=ZeekyHBomb;15980421]
And, does it properly handle divisions by zero? It's a common mistake with simple calculators ;)[/QUOTE]
No :downs:
It currently crashes but I will fix that.
Edit:
Alrighty, fixed.
[QUOTE=nullsquared;15980490]Not in the current version. I just wrote the very first, very basic version
Nope.
Indirect light is calculated after the portals, so, yes.
This is in the deferred shading renderer of Portalized. You will need a relative "current" card. My 320MB 8800GTS (not the G92 version) runs 1440x900 fullscreen very well. Technically, even something like a 7900 should work, albeit a bit slowly. There's also a forward shading renderer of Portalized, which should run on ... well, pretty much [i]everything[/i] (of course, minus all the pretty graphics)
Should I? And put it where?[/QUOTE]
In the game, will there be a point in light basing through portals. Like light sensors in unreachable places, which activate certain things.
Null, where did you learn to program? You're like a prodigy. No doubt if you go for a programming job you're getting one.
[QUOTE=nullsquared;15980184]No.
And a video of the lighting in action:
[media]http://www.youtube.com/watch?v=Da_r9O4lTfY[/media][/QUOTE]
I love how at 1:20 you went back the way you came, you have portals! Take advantage of them :v:
[QUOTE=qurl;15980773]I love how at 1:20 you went back the way you came, you have portals! Take advantage of them :v:[/QUOTE]
Sorry, it's just that the editor camera is not physics based so it doesn't go through portals. Obviously, though, the in-game player can go through portals.
[editline]12:17PM[/editline]
[QUOTE=iPope;15980554]In the game, will there be a point in light basing through portals. Like light sensors in unreachable places, which activate certain things.[/QUOTE]
Perhaps, perhaps :)
[QUOTE=nullsquared;15980490]
This is in the deferred shading renderer of Portalized. You will need a relative "current" card. My 320MB 8800GTS (not the G92 version) runs 1440x900 fullscreen very well. Technically, even something like a 7900 should work, albeit a bit slowly. There's also a forward shading renderer of Portalized, which should run on ... well, pretty much [i]everything[/i] (of course, minus all the pretty graphics)
[/quote]
I've got a 7950GT, I hope it does the job well enough :D
[QUOTE=nullsquared;15980490]
Should I? And put it where?[/QUOTE]
Programming?
[QUOTE=iPope;15980554]In the game, will there be a point in light basing through portals. Like light sensors in unreachable places, which activate certain things.[/QUOTE]
I'd imagine the best way to use it would be to light a pitch black room so that you can get something out of the room.
Honestly, I wouldn't worry too much about how something will be used in the game. I'd rather have too many features that I can shut off if I don't need them. Especially for a game engine.
[QUOTE=Deco Da Man;15980890]Programming?[/QUOTE]
a mindfuck forum would be more appropriate
inverted corners and tile selection
[img]https://files.getdropbox.com/u/99765/chatbox_3.png[/img]
Cute :)
Do furniture now :P
[QUOTE=iPope;15981838]Do furniture now :P[/QUOTE]
nah, player movement and then networking I think.
[QUOTE=nullsquared;15980184]No.
And a video of the lighting in action:
[media]http://www.youtube.com/watch?v=Da_r9O4lTfY[/media][/QUOTE]
i love the "wet" textures and coder design
[QUOTE=unironically;15982278]i love the "wet" textures and coder design[/QUOTE]
Well, those are all placeholders. We're working on the actual design and beginning levels right now.
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