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Prey-like portals


ezze
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Someone over at doom3world.org once setup prey style portals in Doom 3 but his download links no longer work and he doesn't seem to respond to

requests for his work... That said the new 3D skybox code by 7318 and grayman should work for this purpose.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Teleporting the player is not a big deal. The same counts for the teleporter arrows shown in the above video. A custom arrow overwriting an existing one, some defs and a script, that's it (yeah, and maybe some particles to make it look good ;) ).

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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All the elements are covered in the wiki I believe actually. It's more the creative application of teleporting and visuals (or lack of visuals to obscure what's happening to be seamless) that make the magic, full props to Stumpy, from using simple processes the game already provides. I was chuckling reading some of the conjecture here that's already been done! :-)

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Not overt look-through-see-alternate-destination visuals. The theme of that work is common sense not applying, unlimited stairs, going the same way but finding yourself at a different destination and the like, as you mentioned a couple posts ago. One of the obvious portals is intentionally visibly obscured. Most of the others are meant to be not apparent to the player. Then there are some that are meant to be obvious for gameplay reasons (feedback).

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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