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Re: What are you working on? [Re: rayp] #404599
07/11/12 14:30
07/11/12 14:30
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Germany
Rackscha Offline
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Mh, isnt that "scene" from first Jurassic Parc?^^


MY Website with news of my projects:
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Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
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Re: What are you working on? [Re: Rackscha] #404600
07/11/12 14:32
07/11/12 14:32
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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yes it is. ^^


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
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Re: What are you working on? [Re: rayp] #404610
07/11/12 18:55
07/11/12 18:55
Joined: Mar 2008
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Baden Württemberg, Germany
Espér Offline
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sooo.. reskinned the walls, too:

>> fullsize <<


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: What are you working on? [Re: Espér] #404611
07/11/12 19:13
07/11/12 19:13
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Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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@Espér

I like the new textures very much!
but I have to say the old ones were pretty good too wink

What kind of game are these models for?


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Re: What are you working on? [Re: Espér] #404612
07/11/12 19:13
07/11/12 19:13
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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I prefered old!

Re: What are you working on? [Re: PadMalcom] #404614
07/11/12 19:19
07/11/12 19:19
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Kartoffel Offline
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Quote:
I prefered old!
It depends on the design of the level tongue


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Re: What are you working on? [Re: PadMalcom] #404615
07/11/12 19:19
07/11/12 19:19
Joined: Mar 2008
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Baden Württemberg, Germany
Espér Offline
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the old ones are nice.. perhaps i use them for the endtime missions..

the game will be for a tower defense/shooter/strategy/RPG Game (yes, all together)


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: What are you working on? [Re: Espér] #404616
07/11/12 19:24
07/11/12 19:24
Joined: Jun 2009
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Bavaria, Germany
Kartoffel Offline
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I just got bored...
...so I decided to break the rules of 3 dimensional space grin

download link (14.49MB)


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Re: What are you working on? [Re: Kartoffel] #404617
07/11/12 20:16
07/11/12 20:16
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Germany
Rackscha Offline
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Pretty cool effect. But there is a small cam stuttering when teleporting between the rooms wink (or however you made it possible to move THROUGH the portal)

PS: can you roughly explain how it works? just interested.

Last edited by Rackscha; 07/11/12 20:17.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: Rackscha] #404621
07/11/12 21:11
07/11/12 21:11
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Originally Posted By: Rackscha
can you roughly explain how it works? just interested.
*magic* shocked


(I hope my explanation isn't that bad)

Yes the player gets teleported, but its not 'just' the teleporting!

I'm using something similar to the system in portal.
I've got 2 Views.
One of them is placed on another position in the Level.
It is exactly the same as the room you start in, but it has a tunnel in it, which leads to a second room.
The second View has also got the same orientation as the first.

At this point I make use of my HDRR shader pipeline.
Without it I couldn't use colors brighter than 1.0 or darker than 0.0
Theres a portal entity (portal.mdl). I set the color (with a shader) to RGB -1.0, 0.0, 0.0

Its pretty safe because it can't happen accidently that an entity has got exactly this color.

In one of the shaders I scan if the pixel color is -1.0, 0.0, 0.0
if so, then the pixel gets the color of the second view.
if not, then it stays the same.

With this way, the 'other' room is only visible through this 'portal'.
You can see the effect pretty good, when scaling down the portal.mdl wink

without this It would be impossible.

for the teleport i just use 2 empty models.
If you're near enough you get teleported.

I also had to work a lot on the teleporting to make it 'seamless'
It was caused by my player script which smooths the movement and also adds a force to the player, if the ground below is moving.

that's it.

But even with knowing the 'trick'... it feels strange to look at things like this crazy

EDIT:
Quote:
But there is a small cam stuttering when teleporting between the rooms
I don't see something like that smirk
I only see a black seam at the right end of the portal model.
But thats a pixel-position problem with the shader.

Last edited by Kartoffel; 07/11/12 21:22.

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