Zen3001 8 Posted October 21, 2018 Report Share Posted October 21, 2018 Anything wrong with that? Non of the tutorials I've seen and read seem to do it like that but with this you have to get a little closer to the visportals at the cornors for the next area to render. Quote Link to post Share on other sites
grayman 2974 Posted October 21, 2018 Report Share Posted October 21, 2018 No problem Quote Link to post Share on other sites
Skaruts 65 Posted October 21, 2018 Report Share Posted October 21, 2018 (edited) Doesn't seem to be anything wrong with it, but take my word with a grain of salt. I'm not that experienced in this engine yet. Indeed it's the one advantage I see in this, is that the player has to be even closer to the corner for the portal to open. So the engine will be making less calculations for longer. This is also possible: two visportals that intersect the corners, in game each of them will be divided in two (ignore the different textures there, I'm making experiments with transparency). Also, that they're facing away from each other isn't accidental in this specific case. When I first tested this the bottom portal (on the 3D view) was facing the other portal, and the half that converges with the other portal was being discarded by the engine (so I ended up with 1 less portal). Edited October 21, 2018 by Skaruts 3 Quote Link to post Share on other sites
Zen3001 8 Posted October 21, 2018 Author Report Share Posted October 21, 2018 How do you make them translucent in the editor? that would make navigating through the 3d mode a lot easier Quote Link to post Share on other sites
Skaruts 65 Posted October 21, 2018 Report Share Posted October 21, 2018 How do you make them translucent in the editor? that would make navigating through the 3d mode a lot easierI had to edited the textures and added some stuff to their materials file. I've been thinking of posting it around here at some point. 3 Quote Link to post Share on other sites
Amadeus 360 Posted October 21, 2018 Report Share Posted October 21, 2018 I had to edited the textures and added some stuff to their materials file. I've been thinking of posting it around here at some point. Could you please? That would be such a useful quality of life improvement (at least for me, I'm sure for others too). Love the idea of translucent visportals 4 Quote FMs: A Good Neighbor Link to post Share on other sites
OrbWeaver 639 Posted October 22, 2018 Report Share Posted October 22, 2018 Huh, I didn't even realise you could have translucent editor textures (and I wrote the damn code)... 2 Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
Skaruts 65 Posted October 22, 2018 Report Share Posted October 22, 2018 Huh, I didn't even realise you could have translucent editor textures (and I wrote the damn code)... I had a go at this a long time ago but couldn't overcome a few problems. This time I found a bit of workaround that seems to work. I may post it maybe later today or tomorrow morning (europe time). 2 Quote Link to post Share on other sites
Skaruts 65 Posted October 23, 2018 Report Share Posted October 23, 2018 (edited) Done. Edited October 23, 2018 by Skaruts 1 Quote Link to post Share on other sites
Amadeus 360 Posted October 23, 2018 Report Share Posted October 23, 2018 Oh awesome, I'm gonna try and take a crack at it in the next few days. Thanks! Quote FMs: A Good Neighbor Link to post Share on other sites
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