Linked_Portal_Door
Although we should check how they did that and maybe we could use it in some puzzles (the fake way).
I might be completely wrong though
I don't know the actual name of the map to check it out now (I don't have the time to load one by one until i find it).
CraigChrist wrote:
For me it looked like the portals that are moving aren't actual portals but like some kind of texture and that's why they are so far away, at that distance the parallax is much smaller. Also the laser looked thicker inside the portal than the one coming out, so it looked like a low resolution texture...I might be completely wrong though
I don't know the actual name of the map to check it out now (I don't have the time to load one by one until i find it).
They are proper moving portals but they get buggy when doing physics calculations so being used at such a distance is the only way. They suck the player in and occasionally fling you out with a large amount of force randomly.
So actually the only purpose of those portals would be to get the laser through.. maybe a bridge???
It's good to know.. They can actually be used in a cleverly set puzzle.
Back on the linked_portal_door... It would be great if they could move. It would make the source engine much more dynamic. Rooms that aren't actually moving but look like they are.. All sorts of things... But I think that, if there is a way to move it, it would cause the same problems as with the moving portals... So they are pretty much just for a scenario like the one with the turrets room in the game or for these crazy big-room-in-a-small-one cases.
p0rtalplayer wrote:
The test chamber moves into place, then the linked_portal_door opens. No implication that the door is parented to the chamber, I would assume it's in place before the testchamber gets there.
That's correct, you can actually shoot a portal through the linked_portal_door before the test chamber moves entirely into place.
Interesting note: The size entries in the LPD properties do not match the units reported in the UI. The LPD size appears to need to be half that of what the selection and brush tools report.
Room That Contains A Bigger Room (Tardis-test)
(edit: url has been friendlyized)
jrandom wrote:
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=420
(how the heck do I give friendly names to urls?)
It's how you use the URL tag. Click "quote" to see the difference here:
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=420
vs
some text
But would it be possible to shoot a world portal (think a sphere) with the gun?
You could flip one of the portals upside down, and that will make the laser reflect, but it doesn't look like a mirror since everything is upside down.
Hope this helps
EDIT:
Nevermind, apparently LPDs dont render correctly at a certain distance, depending on your current Shader Detail settings. The distance I needed didnt work for any setting below 'High'
Anyone have any solutions?
Again, sorry for practicing my dark forum arts here 