Portal shape
Quote from tomatogoatee on May 20, 2010, 5:37 pmHello, everyone. I was linked here from Halfwit-2's Portal community. I'm hoping I can find an answer to my question.
Is there any way have a rectangular portal without the glowing, animated edge? Think Prey-style portal window. What I'm trying to achieve is a TARDIS-like effect, having a small box that actually links to a different portion of the map seamlessly and without any obvious portal effects.
Hello, everyone. I was linked here from Halfwit-2's Portal community. I'm hoping I can find an answer to my question.
Is there any way have a rectangular portal without the glowing, animated edge? Think Prey-style portal window. What I'm trying to achieve is a TARDIS-like effect, having a small box that actually links to a different portion of the map seamlessly and without any obvious portal effects.
Quote from hanging_rope on May 21, 2010, 3:11 amThis is possible... but my way of doing this is so extremely complex, it is probably not worth bothering about. I shall tell you anyway.
You will need to make a portal in the area where you want it to be. Then in front of it, make a func_monitor to display where you have directed the portal to go.
That actually sounds quite simple, now that I think about it. However, if you are a beggining mapper, this would be quite difficult to acheive. Also, it only works if the portals do not move.
EDIT: I checked your mapping history on half-wit 2 and I do not think you will be able to do this. Unless you are much better than you say you are.
This is possible... but my way of doing this is so extremely complex, it is probably not worth bothering about. I shall tell you anyway.
You will need to make a portal in the area where you want it to be. Then in front of it, make a func_monitor to display where you have directed the portal to go.
That actually sounds quite simple, now that I think about it. However, if you are a beggining mapper, this would be quite difficult to acheive. Also, it only works if the portals do not move.
EDIT: I checked your mapping history on half-wit 2 and I do not think you will be able to do this. Unless you are much better than you say you are.
Quote from tomatogoatee on May 21, 2010, 10:19 amI'll admit, I don't have much experience mapping, but I've watched almost all of the WoLD videos about L4D mapping and believe I have a grasp of (at the very least) the basics.
Now, as far as your solution goes (And no, the portals won't be moving. They will be fixed to the surfaces on which I want them.), will the func_monitor obfuscate the portal's particle effect or can that be disabled?
By the way, your solution is genius. I found a video on youtube (http://www.youtube.com/watch?v=-jmbxTKoFQo) where someone had created rectangular portals using dx8, but he didn't explain how he did it, nor will he provide a link to download the vtf's he created to do it.
I'll admit, I don't have much experience mapping, but I've watched almost all of the WoLD videos about L4D mapping and believe I have a grasp of (at the very least) the basics.
Now, as far as your solution goes (And no, the portals won't be moving. They will be fixed to the surfaces on which I want them.), will the func_monitor obfuscate the portal's particle effect or can that be disabled?
By the way, your solution is genius. I found a video on youtube (http://www.youtube.com/watch?v=-jmbxTKoFQo) where someone had created rectangular portals using dx8, but he didn't explain how he did it, nor will he provide a link to download the vtf's he created to do it.
Quote from hanging_rope on May 21, 2010, 10:26 pmtomatogoatee wrote:Now, as far as your solution goes (And no, the portals won't be moving. They will be fixed to the surfaces on which I want them.), will the func_monitor obfuscate the portal's particle effect or can that be disabled?I'm not sure, I haven't checked in hammer. It should, but it may not.
However, I don't think that you can disable particle effects on a per map basis, so you'll just have to hope a func_monitor hides these.tomatogoatee wrote:By the way, your solution is genius. I found a video on youtube (http://www.youtube.com/watch?v=-jmbxTKoFQo) where someone had created rectangular portals using dx8, but he didn't explain how he did it, nor will he provide a link to download the vtf's he created to do it.This is another way to do it, but it is a reskinning of the portals, and thus wouldn't be available on a map to map basis.
And to everyone else on TWP, feel free to correct me.
EDIT: The func_monitor Does hide the particles and stuff, however, the camera can not see the player for some odd reason. So you will have to avoid situations where the player can see themself. Also, you will have to make your own monitor texture which doesn't have the moving bars accross it.
I'm not sure, I haven't checked in hammer. It should, but it may not.
However, I don't think that you can disable particle effects on a per map basis, so you'll just have to hope a func_monitor hides these.
This is another way to do it, but it is a reskinning of the portals, and thus wouldn't be available on a map to map basis.
And to everyone else on TWP, feel free to correct me.
EDIT: The func_monitor Does hide the particles and stuff, however, the camera can not see the player for some odd reason. So you will have to avoid situations where the player can see themself. Also, you will have to make your own monitor texture which doesn't have the moving bars accross it.
Quote from tomatogoatee on May 24, 2010, 1:26 pmhanging_rope wrote:This is another way to do it, but it is a reskinning of the portals, and thus wouldn't be available on a map to map basis.Depending on how the monitor-portal works and looks, I might have to try this. I'm trying to make a map for a short gmod movie, so I'm not concerned with making it portable.
hanging_rope wrote:EDIT: The func_monitor Does hide the particles and stuff, however, the camera can not see the player for some odd reason. So you will have to avoid situations where the player can see themself. Also, you will have to make your own monitor texture which doesn't have the moving bars accross it.I'm not concerned with the camera seeing the player, as the two portals will be sufficiently apart.
Hmm... Upon reading that only one func_camera is allowed, I don't know if this solution would work as planned, seeing how I would need BOTH ends of the portal to be borderless.
Depending on how the monitor-portal works and looks, I might have to try this. I'm trying to make a map for a short gmod movie, so I'm not concerned with making it portable.
I'm not concerned with the camera seeing the player, as the two portals will be sufficiently apart.
Hmm... Upon reading that only one func_camera is allowed, I don't know if this solution would work as planned, seeing how I would need BOTH ends of the portal to be borderless.
Quote from hanging_rope on May 26, 2010, 2:34 amtomatogoatee wrote:hanging_rope wrote:This is another way to do it, but it is a reskinning of the portals, and thus wouldn't be available on a map to map basis.Depending on how the monitor-portal works and looks, I might have to try this. I'm trying to make a map for a short gmod movie, so I'm not concerned with making it portable.
Ah, ok then. I would recommend this, however, I cannot really help you with textures. Try contacting reepblue (Or, read some tutorials on reskinning).
tomatogoatee wrote:Hmm... Upon reading that only one func_camera is allowed, I don't know if this solution would work as planned, seeing how I would need BOTH ends of the portal to be borderless.To solve this problem, make a trigger just on the other side of the portal that turns off the first camera and turns on the second.
However, reskinning is a much better idea.
Depending on how the monitor-portal works and looks, I might have to try this. I'm trying to make a map for a short gmod movie, so I'm not concerned with making it portable.
Ah, ok then. I would recommend this, however, I cannot really help you with textures. Try contacting reepblue (Or, read some tutorials on reskinning).
To solve this problem, make a trigger just on the other side of the portal that turns off the first camera and turns on the second.
However, reskinning is a much better idea.