ezze Posted January 14, 2014 Report Share Posted January 14, 2014 You might remember this where it is setup a Prey-like portal.I was wondering, it would be possible to do something like that in TDM? If I understood correctly, it should be a skybox + a teleporter. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 14, 2014 Report Share Posted January 14, 2014 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 torequests for his work... That said the new 3D skybox code by 7318 and grayman should work for this purpose. Quote 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...) Link to comment Share on other sites More sharing options...
brethren Posted January 14, 2014 Report Share Posted January 14, 2014 (edited) Just thought I'd mention, Sterlino was working on them for Thief at one point: http://www.youtube.com/watch?v=e_55FGV5nxE http://www.youtube.com/watch?v=B1eW_Aues-4 Edited January 14, 2014 by brethren Quote Link to comment Share on other sites More sharing options...
ezze Posted January 14, 2014 Author Report Share Posted January 14, 2014 That said the new 3D skybox code by 7318 and grayman should work for this purpose.This sounds promising, I always wanted to play around with portals and I think TDM is the perfect context as a single player atmospheric game. Quote Link to comment Share on other sites More sharing options...
demagogue Posted January 15, 2014 Report Share Posted January 15, 2014 This could lead to some pretty cool scenes in FMs. I like parallel-world types of stories. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to comment Share on other sites More sharing options...
ezze Posted January 15, 2014 Author Report Share Posted January 15, 2014 (edited) Or places where common sense cannot apply. An unlimited stair for example, or a stair that goes up and you arrive in the same place that going down. Or a door like this one that actually bring you somewhere... Edited January 15, 2014 by ezze Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted January 15, 2014 Report Share Posted January 15, 2014 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 ). Quote 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 Link to comment Share on other sites More sharing options...
ezze Posted January 15, 2014 Author Report Share Posted January 15, 2014 You are forgetting the difficult part... AI. Perhaps the vision and pathfinding can adapted with ease, but possibly not. I disagree about particles, the player should not be able to distinguish between a teleporter and a normal hallway. Quote Link to comment Share on other sites More sharing options...
RJFerret Posted January 17, 2014 Report Share Posted January 17, 2014 Have you played/experienced the "Illusionist's Tower" mission? Quote "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 Link to comment Share on other sites More sharing options...
ezze Posted January 17, 2014 Author Report Share Posted January 17, 2014 yep, great map. Perhaps the author should write an how-to about the nice effects used in the elevator for example. Quote Link to comment Share on other sites More sharing options...
RJFerret Posted January 18, 2014 Report Share Posted January 18, 2014 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! :-) Quote "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 Link to comment Share on other sites More sharing options...
ezze Posted January 21, 2014 Author Report Share Posted January 21, 2014 Perhaps I did not play the map enough, but I do not remember portals... Are there? Quote Link to comment Share on other sites More sharing options...
RJFerret Posted January 21, 2014 Report Share Posted January 21, 2014 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). Quote "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 Link to comment Share on other sites More sharing options...
ezze Posted January 22, 2014 Author Report Share Posted January 22, 2014 Yes, I see. Still we cannot have overlapping rooms without real portals like the clip linked in the first post. Quote Link to comment Share on other sites More sharing options...
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