Portals on moving surfaces?

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Kordack
4 Posts
#94
Posted Oct 11, 2007
Hey guys

I have an idea for a map, and I'm thinking I'm going to need to change my concept. I wanted to have a spinning block that you would put a portal on, but I'm not sure that would work. I think that if a surface moves, it removes any portal on it. Has anyone tried this yet?

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msleeper
4,095 Posts
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#95
Posted Oct 11, 2007
Replied 2 minutes later
Judging from what we saw in-game, putting them on moving surfaces destroyed them.
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Kordack
4 Posts
#96
Posted Oct 11, 2007
Replied 3 minutes later

msleeper wrote:
Judging from what we saw in-game, putting them on moving surfaces destroyed them.

Yeah, that was my fear. I think it has to do with the collision mapping and virtual camera they use when the portal is spawned. It does some complex computations on portal creation, and then those values are saved. If the portal is moving, it could be really choppy and buggy. This is all speculation, though. If this is the case, it's probably not negligible for Valve to rework it. But, I'll still bug them about it a bit. There might be a flag we could set that would allow it, but with some performance issues.

Man, I can't wait for the SDK. Gimme gimme gimme.

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Donat
33 Posts
#97
Posted Oct 11, 2007
Replied 4 minutes later

Wait for the SDK? AHAHHA

http://img72.imageshack.us/img72/6291/portalmapbk6.jpg

Behold, its our old friend MR turret rocket and the leg of a turret.

They all work, its npc_rocket_turret and npc_portal_turret_floor, just see the mega map thread whatever on how to set it up.

I can rig something up to try sevral moving platforms if your still here to see the results fast.

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msleeper
4,095 Posts
Member
#98
Posted Oct 11, 2007
Replied 9 minutes later
Yeah try making a func_rotating and see if we can shoot a portal on it.
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Donat
33 Posts
#99
Posted Oct 11, 2007
Replied 3 minutes later
Making, shouldn't be too long. going to add the switch as its called in models (timer switch) and get it to work to activate the rotater and a tracktrain.
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Donat
33 Posts
Posted Oct 11, 2007
Replied 9 minutes later
Sorry, it doesn't work.

As soon as the surface rotates it will close the portal, thus effectly they never are created in the first place. So sorry, doesn't work on a moving surface.

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msleeper
4,095 Posts
Member
Posted Oct 11, 2007
Replied 1 minute later
I am working on adding an attachment feature, so the forum might get buggy here soon. If I don't finish in time, upload it to photobucket or something.
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Kordack
4 Posts
Posted Oct 11, 2007
Replied 16 minutes later

Donat wrote:
Sorry, it doesn't work.

As soon as the surface rotates it will close the portal, thus effectly they never are created in the first place. So sorry, doesn't work on a moving surface.

Darn. Thanks for checking that out. I guess my next option is to figure out the static portals.. like in the first missions where you can only make the blues, but not the oranges. There could be a block with one of those on it, and it will activate once rotated, so you can rotate it to access different areas. It would make an interesting puzzle design.. similar the the Legend of Zelda water temple from the latest game.

Man, this game has got my mind racing with possibilities.

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msleeper
4,095 Posts
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Posted Oct 11, 2007
Replied 2 minutes later
Well that is a shame and really ruins some ideas I had! Oh well.
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Donat
33 Posts
Posted Oct 11, 2007
Replied 5 minutes later
Orange portals work something like this i immagine.

The portal gun, weapon_portalgun, you can disable the use of blue or red portals.

Also, there are sevral things, for example.

Prop_portal is a point entity.

it has some settings, first of which links it to any other portals in the sequance.

'portal pair ID'

it also (for some reason) has portal # 1 or 2 in that chain.

starts activated blah blah, then you throw that in the middle of the 2 portal generators.

The ONLY way i could think that you could make a rotating portal is for the fact that it would stop breifly to open before rotating again.

so it would rotate, stop open then rotate, i don't know if prop_portal stays open if you parent it to a ... hmm hang on i'll try it.

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Donat
33 Posts
Posted Oct 11, 2007
Replied 2 minutes later
Bah, figures they thought of that too.

Prop_portal can't be a child, doesn't have a parent parameter.

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Kordack
4 Posts
Posted Oct 11, 2007
Replied 2 minutes later

Donat wrote:
Orange portals work something like this i immagine.

The portal gun, weapon_portalgun, you can disable the use of blue or red portals.

Also, there are sevral things, for example.

Prop_portal is a point entity.

it has some settings, first of which links it to any other portals in the sequance.

'portal pair ID'

it also (for some reason) has portal # 1 or 2 in that chain.

starts activated blah blah, then you throw that in the middle of the 2 portal generators.

The ONLY way i could think that you could make a rotating portal is for the fact that it would stop breifly to open before rotating again.

so it would rotate, stop open then rotate, i don't know if prop_portal stays open if you parent it to a ... hmm hang on i'll try it.

Yeah, I'm thinking you'd hit a switch to rotate it to a position, then it would stop there and the portal would appear.

Or, what I can do is make a hollow box that is open on one end. Inside, there could be a gun pointed at the wall oposite the opening, similar to the rotating portal gun puzzles from early in the game. It could be encased and unaccessible to use, but it would spawn a portal inside the box which you could then link to.

I'm sure I did a bad job explaining that, and you are wondering just how insane I am. haha

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msleeper
4,095 Posts
Member
Posted Oct 11, 2007
Replied 4 minutes later
I think I know what you're saying, that is a good idea. Maybe make a map to show us?

Oh also, finished adding attachments, try uploading a screenshot.

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Donat
33 Posts
Posted Oct 11, 2007
Replied 4 minutes later
will, first messinga round a bit more, looking for compainon cube, button testing.

Dang button models (big switches) are in 2 part models.

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msleeper
4,095 Posts
Member
Posted Oct 11, 2007
Replied 21 minutes later
haha Oh really? Is the base a seperate model and just hollow or something?
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Donat
33 Posts
Posted Oct 11, 2007
Replied 22 minutes later
Button is sevral parts, first off, its 2 models, one static one that is probly dynamic.

Top button button part and bottom base button.

then a door as the parent to the top button, moves down when pressed, 2 triggers one for player and one for box, when the box is moved into this tiny area it triggers the animation to move down and so on.

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msleeper
4,095 Posts
Member
Posted Oct 11, 2007
Replied 2 minutes later
Interesting, thanks for the info!
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Donat
33 Posts
Posted Oct 11, 2007
Replied 8 minutes later
np, if there are enough mappers looking \at the site i could write guides... but meh, i'd much rather map but i have few ideas atm.
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msleeper
4,095 Posts
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Posted Oct 11, 2007
Replied 2 minutes later
I am going to work on getting the wiki finished, so you can put tutorials there.