• (Spoilers talking about new engine) Portal 2 SDK - When?
    205 replies, posted
[QUOTE=cwook;29324517]trigger_push plus the vent models should be enough to recreate them.[/QUOTE] But that won't suck through portals will it?
[QUOTE=Da Fat Cat v3;29324740]But that won't suck through portals will it?[/QUOTE] No, but it'll suck things that go through a Portal.
I don't know about anyone else but I can't wait to get my hands on some of those models, especially the ones from the Fall level and [sp]the old aperture area[/sp]. I just love to map decrepit and ruined things.
[QUOTE=Da Fat Cat v3;29324740]But that won't suck through portals will it?[/QUOTE] Reepblue did it [MEDIA]http://www.youtube.com/watch?v=XJ12pK6Obpo[/MEDIA] Reading the comments, apparently he parented a trigger_push to the blue portal (it doesn't work for the orange portal, for some reason).
[QUOTE=cwook;29325510]Reepblue did it [MEDIA]http://www.youtube.com/watch?v=XJ12pK6Obpo[/MEDIA][/QUOTE] But he is a god, and we are mere men.
[QUOTE=Da Fat Cat v3;29325571]But he is a god, and we are mere men.[/QUOTE] It looks like they have predefined places or something, that's kinda lame.
[media]http://www.1337upload.net/files/SS-2011-04-21_04.01.51.jpg[/media] I think I just broke something. That's two 256x256x256 rooms on top of each other with 8 portals in total. I think the engine wasn't designed to do that.
[QUOTE=Dragory;29325919][media]http://www.1337upload.net/files/SS-2011-04-21_04.01.51.jpg[/media] I think I just broke something. That's two 256x256x256 rooms on top of each other with 8 portals in total. I think the engine wasn't designed to do that.[/QUOTE] No idea what I'm looking at.
[QUOTE=Downsider;29325936]No idea what I'm looking at.[/QUOTE] The map is actually like this: [img]http://www.1337upload.net/files/SS-2011-04-21_04.10.07.png[/img] But having too many portals made the game render them quite... interestingly. [editline]21st April 2011[/editline] Using linked_portal_door-entities for portals.
Mother fuck. On the first level, did the entire map move? Apparently if you noclip you stay with the room, suggesting that the map around you is moving, and not the room..
[QUOTE=Redcow17;29326209]Mother fuck. On the first level, did the entire map move? Apparently if you noclip you stay with the room, suggesting that the map around you is moving, and not the room..[/QUOTE] I find that hard to believe.
[QUOTE=DeEz;29326290]I find that hard to believe.[/QUOTE] Not if everything outside is just models and tools/toolsblack brushes. Valve did that moving illusion in EP1 before, by moving the outside details instead of the train the player was in.
Valve: King of illusions.
These portal entities are quite awesome: [media]http://www.1337upload.net/files/SS-2011-04-21_04.48.44.jpg[/media] [i]That is actually just one 1024x512x512 room[/i] It doesn't look very natural there, but you could create some really mindfuck mazes with those.
I'd just like to remark that, not only did layla barge into this thread with incorrect information, he/she did so in a very asinine way as evidenced by his/her first post in the thread and the name calling that followed. At the end of it all it was apparently the other party's fault for not "wording" things correctly which lead to layla's huge lack of actual knowledge instead of his/her own inexperience. Way to embarrass yourself and degrade your character in the eyes of anyone who knows something.
You missed the part out where you explain what I was incorrect about.
[QUOTE=layla;29327559]You missed the part out where you explain what I was incorrect about.[/QUOTE] Oh did you forget downsider's posts? [url=http://www.facepunch.com/threads/1080484-(Spoilers-talking-about-new-engine)-Portal-2-SDK-When?p=29316934]Here's a good one.[/url] Or should I repeat what he's already said and you've promptly ignored? Well, I only assume you ignored it because you replied with senseless speculation and mostly irrelevant statements. Then you close your argument with "oh you worded things wrong". Unless english is your second language, he worded things pretty clearly. Your argument is literally that a model (or a prop) has no significant cpu avantages over a BSP (or a leaf in a BSP consisting of brushes) which is just silly in the face of any semi-experienced game programmer. Hell, if you even read what a BSP is, just the theory alone can shake that belief let alone do benchmarks and actual tests. To be honest, I'm not entirely sure what you're arguing because it seems like you've changed your stance throughout posting and just don't want to stand down. I really hate all the jabs you make in your posts too which are completely unwarranted.
[QUOTE=Redcow17;29326209]Mother fuck. On the first level, did the entire map move? Apparently if you noclip you stay with the room, suggesting that the map around you is moving, and not the room..[/QUOTE] According to the developer commentary, the room does move, but the player is actually in a stationary room outside of the main map, and the camera is parented to the player in that room but it also moves with the moving room :psyduck:
[QUOTE=Slight;29328414]Your argument is literally that a model (or a prop) has no significant cpu avantages over a BSP (or a leaf in a BSP consisting of brushes)[/QUOTE] My argument was, and always has been that BSP geometry is going to be more efficient (in the case of worldspawn) Which goes against his original statement that I have a problem with. [quote]Props render quicker and are less CPU-intensive to sort for as opposed to brushes when it comes to rendering[/quote] Edit: Just to be clear on this, by efficient I mean quicker to do whatever computations you need on the CPU and then the uploading of it to the GPU (every frame), rather than drawing the whole thing. This is not the case for small geometry though, which is why props are used.
[QUOTE=Da Fat Cat v3;29328769]According to the developer commentary, the room does move, but the player is actually in a stationary room outside of the main map, and the camera is parented to the player in that room but it also moves with the moving room :psyduck:[/QUOTE] That way you don't have to be in the room itself, having the whole "Getting killed by supercolliding props" that most gmod players are familiar with.
[QUOTE=Da Fat Cat v3;29328769]According to the developer commentary, the room does move, but the player is actually in a stationary room outside of the main map, and the camera is parented to the player in that room but it also moves with the moving room :psyduck:[/QUOTE] Right when you load the level, do this: [code]sv_cheats 1 ent_fire camera_proxy kill[/code] When the screen turns white, after you go to sleep, and stays white, go into noclip and get into an area where you can see. Now do this: [code]ent_fire camera_1 teleportplayertoproxy[/code] Now you're out of the proxy camera and you can see the real room move around without being affected by the movement of the container. Kinda neat.
[QUOTE=Redcow17;29326209]Mother fuck. On the first level, did the entire map move? Apparently if you noclip you stay with the room, suggesting that the map around you is moving, and not the room..[/QUOTE] No, the player is just parented to the room, it's kinda hard to explain how it works but it's mentioned in the commentary. Or what Downsider said.
Steam thread on how to make coop maps for P2 (no P2 entities yet, just for spawns in coop). [url]http://forums.steampowered.com/forums/showthread.php?t=1852126[/url]
So it's not actual dynamic lights again? Nuts. But at least they made the shadows for env_projectedtexture less crappy. Guess I'm gonna have to wait for City 17 Episode 1 to release their shaders (which supposedly work with any Source game and turn pretty much every lightsource into a true dynamic light.
[QUOTE=Dragory;29326731]These portal entities are quite awesome: [media]http://www.1337upload.net/files/SS-2011-04-21_04.48.44.jpg[/media] [i]That is actually just one 1024x512x512 room[/i] It doesn't look very natural there, but you could create some really mindfuck mazes with those.[/QUOTE] How are you using world portals? Have you got a copy of the SDK or something? Im so confused. :psyduck:
Because the world portals are just regular entities?
Right...portal 2 is on a newer version of the engine than even l4d2. The materials and models will not display at all. Looks like we need to wait for their sdk.
I'll prove you wrong IronPhoenix. We already have the portal 2 sdk, you just don't know it ! [media]http://i.imgur.com/nCP41.jpg [url]http://i.imgur.com/KPmoK.jpg[/url][/media] edit : lot of file modifications and fgd editing is necessary though. we're still trying to put up a fgd that works pretty good.
I'd like to see Valve merge the branches back into the main trunk (or whatever they call it), the longer they keep them separate the harder it gets to merge it back.
[QUOTE=Anthracite;29334431]I'll prove you wrong IronPhoenix. We already have the portal 2 sdk, you just don't know it ! [media]http://i.imgur.com/nCP41.jpg [url]http://i.imgur.com/KPmoK.jpg[/url][/media] edit : lot of file modifications and fgd editing is necessary though. we're still trying to put up a fgd that works pretty good.[/QUOTE] All i see are images taken from portal 2 with errornous code at the top. It's not proof. Show me hammer with a portal 2 prop in it, and portal 2 materials on the walls/floor.
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