Rooms within a room
Hey, I saw the following video with a room that contains a bigger room within it:
vrccnLhlKws
I was wondering if someone could direct me to a tutorial about how to achieve this effect. I'm planning to make a map based on a fractal maze like the following one,
http://www.maa.org/editorial/mathgames/ ... almaze.gif
I did a lot of mapping for HL1 and some for HL2DM, but none for portal.
Thanks for any help!
It's just a linked_portal_door.
https://developer.valvesoftware.com/wik ... ortal_door
Be very careful using these. They're an entity that was designed as a dev tool for Portal 2, so they're very buggy and require a lot of trial and error to get to work properly.
They may be a gimmick but my goal is to create a 3D fractal maze, so that's what I'm going to do. If they are so buggy that it's not feasible then maybe I should use a different game engine..?
The most common problem with wordlportals is that there are more then 4 portals drawn simultaniously. That causes problems and like a valve employee said: there is a big difference between getting something to work and get it to work with all the different assets in portal 2. Point is: they can be used, but they can be very very buggy.
If you want to see good maps with worldportals check out fourthreaper's penrose series. But there are still a couple of bugs here that cannot be fixed just because of the problems worldportals give.
Is it possible to change the destination of a worldportal during the game in realtime? (something akin to trigger_changetarget in hl1)?
Quote:
A portal cannot update its position while open. The only way is to close it, move the entity, then reopen it.
From the wiki page on linked_portal_doors. Try looking there first.
linked portal door
prop_linked_door
And for the setting/style you could also try setting the world portal up as a Surface Division Field
As for "moving a portal", you need to close the portal... then have an input to "SetPartner" to the new name of the partner door. You can automate this by having a few outputs on the door itself, OnPlayerTeleportToMe> Myself> Close 0.01 and OnPlayerTeleportToMe> Myself> SetPartner> NewPartnerName 0.02 and OnPlayerTeleportToMe> Myself> Open 0.03. This will create something similar to a one-way door that leads back to elsewhere....
Seriously though create two small rooms in the editor, set up a few linked_portal_door pairings called whatever, and play with the settings either using pre-made buttons and commands or the ent_fire console input...
Good Luck!