Fake water
I have in mind to add a new kind of obstacle that is electrified water that should be a way to do the same thing than goo but with 2 advantages:
-It can be not deep, just 50 cm high
-It can be toggled on/off
But with my experiments, I noticed that water causes enormous portal lag even if we turn off reflections and much of refractions. It's like a big camera is giving a refracted picture of what's under the water.
And with another experiment, I could find that refractive GLASS with a an animated texture water don't lag at all the player (actually, a bit).
So, here's the trick:
-An invisible, lag-less water, absolutely invisible, just the sound, swim and splash effects.
-A refractive glass we can go through
The problem is, I can't do the invisible water. Is there a trick I can do? I know that in Half-Life 1 mapping, a buggy func_illusionnary could make water when set to volumetric light. Equivalent in HL2? Trick with materials?
Thanks for any help,
Hurricaaane.
I've personally not seen any amount of lag when putting portals under water. But it kinda glitches up now and then, not showing up properly sometimes.
Interitus wrote:
Have you tried the low-quality water textures? the dx70 versions and such?
Yeah, use the DX7.0 water textures and it won't do any of the neat rendering stuff and you should be fine.
Above water vmt
"LightmappedGeneric"
{
"$basetexture" "[name of folder]/[name of water vtf]"
"$translucent" 1
"%compilewater" 1
"$abovewater" 1
"$bottommaterial" "[name of folder]/[name of below water vmt]"
"$surfaceprop" "water"
"$fogenable" 0
}
Below water vmt
"LightmappedGeneric"
{
"$basetexture" "[name of folder]/[name of water texture]
"$translucent" 1
"%compilewater" 1
"$abovewater" 0
"$surfaceprop" "water"
"$fogenable" 0
}
Since you are going to having shallow water in your map, you probably won't need the second vmt.
Oh, and the DX 7 should work. Silly DX 7... no refraction or any fun stuff like that..
As MALCom stated above: you could include something in your storyline that the portals cannot transport water, or that they include some kind of special forcefield or something. Would seem me the most obvious. Aperture Science probably don't want you to move the water anyway, so...
Ricotez wrote:
Aperture Science probably don't want you to move the water anyway, so...
Now that would be a cool feature to have. Imagine having to flood/unflood rooms to solve puzzles, not just in Portal but in a FPS game as well. Good idea for Valves next engine.
Finally, some rest!
Well, wouldn't it be possible to do someting with portal detectors and func_water_analogs? Through carefull chamber design, you could try to create something where you can place portals on only 2 places, one underwater and the other above an empty container, and that if you place the portals there the first body of water is emptied, and the other filled.
Just some idea, though. It would be frikking hard to execute.
vague i know. but i'm tired. or something, but i have seen it done.
Doesn't change anything to the fact that it would give some cool puzzles, though hard to implement.
I never said that we could make portals in water. Of course we can technically, but visually it causes bugs and technically it would demand thinking do do water transver from silo to silo, an idea I would immediatly exclude.
The point of the fake water is to save visual resources, and in game, it would be playing the same role as goo but with dangerousness toggleable with a superbutton for example. Coupled with a cube floater for example. Never meant to put portals in water.
The gameplay advantage is that it is immeadiatly identifiable dangerous by the player with electricial arcs and zap sounds, unlike a metal floor with wires on it. You don't need to be a genius to know that electricity and water is not good.