Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (SBGuy), 652 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, howardR, 11honza11, ccorrea, sakolin
19047 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 4 1 2 3 4
"linked portal door" #457290
01/11/16 22:27
01/11/16 22:27
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Does anyone have an idea, how to create seamless portal effect (linked portal door)?
I have a raw idea, to do everything by hand, but it's very dirty grin

Anyway, I found a nice video demostraiting what I want to archive:
World Portals - What's the big deal?
And one thread from blender forums (with some little explanation, which is close to what I have in my mind):
Seamless transition between scenes


Any ideas are welcome! Best regards!

Edit: I found old posts made by Rackscha, he used to play with portals as I can see, and well as far as I see transition made the way I see it too, but he used shader to draw the portals if I got it correctly. And he used clipping shader, to cut off part of the model that went through the portal.

Last edited by 3run; 01/11/16 22:56.

Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: "linked portal door" [Re: 3run] #457295
01/12/16 06:30
01/12/16 06:30
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I once played around with it aswell.
If you're aiming for portals that can NOT be dynamically placed by the player like in Valve's 'Portal' it shouldn't be too hard (collision is going to be muuuch easier).

For it to work you basically have to render two scenes, one for the portal view and one from the player's perspective.


POTATO-MAN saves the day! - Random
Re: "linked portal door" [Re: Kartoffel] #457296
01/12/16 09:19
01/12/16 09:19
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
This is how I see it (transition):

So when I move player to the linked portal, I set his new position to the linked portal position, but with offset which is relative to the first portal (so it's like mirroring his position relative to the portals, cause they are the same).

BUT I have two problems in my head with all this...

FiRST - how do I transit other objects, I mean how to handle visual part? I need to duplicate them, so it looks like object actually passing through the portal. To do this, I need to cut the object which penetrates the portal, and the rest of it in the linked portal as well (part which still didn't go through the portal yet).

Take a look at this picture.

Sure, I won't need this for the player (as he won't see himself in the game mechanics that I'm thinking off), but for other objects I will need them, especially in situations when the portal let's say placed in the middle of the room, so it's backside is visible.

SECOND - is performance. I imagine this like: view for each portal, view that shows what linked portal currently sees (relative to it's position and angle). But this is going to be pretty slow I guess... What do you guys think??


Best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: "linked portal door" [Re: 3run] #457298
01/12/16 11:11
01/12/16 11:11
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
User
Wjbender  Offline
User
W

Joined: Mar 2012
Posts: 927
cyberspace


Compulsive compiler
Re: "linked portal door" [Re: Wjbender] #457299
01/12/16 11:24
01/12/16 11:24
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Will this article about opengl help me, since acknex uses direcx?

Edit: also I found out that using same model for two portals will lead into a problem with setting different views on skin of the each model, cause it seems that the skin of the second portal automatically changes by the skin of the first one. Using 'ent_clone' or 'ent_clonesk in' did not help so far.

Edit2: actually it seems, that I used 'ent_cloneskin' wrongly grin It works now.

Edit3:
Originally Posted By: Kartoffel
For it to work you basically have to render two scenes, one for the portal view and one from the player's perspective.
Kartoffel, can you explain more? I got views showing what linked portal see, but I need to add 'scene from player's perspective' I guess.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: "linked portal door" [Re: 3run] #457300
01/12/16 14:12
01/12/16 14:12
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
I'm sure someone implemented it with 3dgs, then switched to Unity.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: "linked portal door" [Re: sivan] #457301
01/12/16 14:14
01/12/16 14:14
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Originally Posted By: sivan
I'm sure someone implemented it with 3dgs, then switched to Unity.
You can see that Rackscha got it working, here take a look at this video:
3D Gamestudio A8 Seamless Portal

I want to understand how it works but myself, but unfortunately I'm not that good as I expected. I can't get math part to work (adding player's perspective to the view angles/positions). I've read this old thread, and got angles working (thanks to Uhrwerk), but I can't get vector calculations.. the way they should work. And I can't pick right words to search internet for proper algorithm... smirk

Best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: "linked portal door" [Re: 3run] #457326
01/13/16 10:16
01/13/16 10:16
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
User
Wjbender  Offline
User
W

Joined: Mar 2012
Posts: 927
cyberspace
well , clipping planes aren't an opengl principle , thought you might start with research ,through questions from others with the same topic..

anyway directx has this https://msdn.microsoft.com/en-us/library/windows/desktop/bb174426(v=vs.85).aspx

but I am sure you need a shader , maby contact that guy .


Compulsive compiler
Re: "linked portal door" [Re: Wjbender] #457327
01/13/16 10:24
01/13/16 10:24
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Originally Posted By: Wjbender
but I am sure you need a shader , maby contact that guy .
Thank you for links man, yes I wrote him a PM.

My best regards!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: "linked portal door" [Re: 3run] #457352
01/14/16 20:02
01/14/16 20:02
Joined: Feb 2012
Posts: 371
Dico Offline
Senior Member
Dico  Offline
Senior Member

Joined: Feb 2012
Posts: 371
i like portale style games , this method i tried to create it before but i stuck in views , i do all calculation for the mouvement exept the views i get problem in it .
i think the view need special shader smirk

This is what i did before :


so the camera portal 1 it move and rotate a l aid of player view .

i ask Rackscha before about the method and this what he say :
Originally Posted By: Rackscha
visual:
cameras are not rendered on a entity texture. entity renders a special color into the buffer for a screenshader to replace these pixels with the camera

the camera needs to keep an eye on the player and stay on the same line as the portal. so it moves along it.

and it is required to translate a relative point from one portal to another. which means making a position relative to a portal, rotating it back, then rotating it by the other portal and making it absolut again. Sabe goes for rotations

Page 1 of 4 1 2 3 4

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1