Linked_Portal_Door

Avatar
CraigChrist
41 Posts
Posted May 14, 2011
Replied 50 minutes later
I doubt that there is a way they can move. Just like normal portals cant move. I guess we all know that in the neurotoxin room they faked it somehow.

Although we should check how they did that and maybe we could use it in some puzzles (the fake way).

Advertisement
Registered users don’t see ads! Register now!
Avatar
msleeper
4,136 Posts
Admin
Posted May 14, 2011
Replied 2 minutes later
There is a cvar that allows Portals to move, so it really doesn't work the same way. I'm actually curious what the side effects of moving portals are. I wonder if the "fake" physics calculations are left behind, and that's why it 1.) only does it once and 2.) you are nowhere near the portal when it happens.
Avatar
CraigChrist
41 Posts
Posted May 14, 2011
Replied 12 minutes later
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 :smile: 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).

Avatar
Omnicoder
299 Posts
Posted May 14, 2011
Replied 4 minutes later

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 :smile: 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.

Avatar
CraigChrist
41 Posts
Posted May 14, 2011
Replied 27 minutes later
Ok so a was completely wrong :smile:

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.

Avatar
hanging_rope
435 Posts
Posted May 14, 2011
Replied 4 hours later

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.

Avatar
jrandom
7 Posts
Posted May 15, 2011
Replied 1 hour later
First successful LPD test! Yay!

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)

Avatar
msleeper
4,136 Posts
Admin
Posted May 15, 2011
Replied 1 hour later

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

Avatar
xdiesp
1,078 Posts
Posted May 15, 2011
Replied 3 hours later
Now, please forgive my ignorance of the subject... :razz:

But would it be possible to shoot a world portal (think a sphere) with the gun?

Avatar
hanging_rope
435 Posts
Posted May 15, 2011
Replied 18 minutes later
No.
Avatar
Croolsby
29 Posts
Posted May 17, 2011
Replied 1 day later
Is it possible to make a mirror for lasers using link_portal_door(s)? I've tried, but everything I've tried doesn't work. If you place 2 linked_portal_door on top of each other with the same orientation (or just link a portal to itself), all you get is a "mirror" that sends rays back out at the same angle they came in. I'm trying to make one that sends a ray out at the opposite angle it came in.

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.

Avatar
CraigChrist
41 Posts
Posted May 17, 2011
Replied 1 hour later
You would have to mirror one of the portals, or scale it to -1 on one axis, which is impossble. So, no. You can't make a real miror. What you can do is make a mirrored room somewhere in the map and have the same objects in there (but on opposite positions than they are in the first room) . Only the player would not be visible in the "mirror" , and physics would not look the same.. Everything else, you can mimic.

Hope this helps

Avatar
Neji107
6 Posts
Posted May 26, 2011
Replied 9 days later
when I try to use linked_portal_door's, at a certain distance away from the portal the entire things turns into a white void. Is there any way to avoid this?

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'

Avatar
Crash
5 Posts
Posted Oct 18, 2011
Replied 4 months later
Hey everyone. So I am having a problem with the linked_portal_door in that it creates the white void from a distance. I cannot seem to get around this no matter what I do. Once you are up close it goes away, but I want to have it look more aesthetically pleasing for when I publish my current project.

Anyone have any solutions?

Avatar
iWork925
1,080 Posts
Posted Oct 18, 2011
Replied 3 hours later
You do realise this thread is 5 months old right?
Avatar
spongylover123
944 Posts
Posted Oct 18, 2011
Replied 12 minutes later
Check here crash, http://www.youtube.com/watch?v=9zMITi-l10c
Advertisement
Registered users don’t see ads! Register now!
Avatar
Crash
5 Posts
Posted Oct 20, 2011
Replied 1 day later
Yeah, I want to apologize for trying to necromance the crap out of that thread. I did in fact find the same youtube vid and have fixed my issue. Thank you though.

Again, sorry for practicing my dark forum arts here :smile: