http://forums.facepunchstudios.com/showthread.php?t=168366
LUA 'Portal' Adam --- "Ben \"amogan\" K." <[EMAIL PROTECTED]> wrote: > As far as I can tell from what I saw in the trailer > they've done the > portals in a pretty simple way: > > First off they used rendertargets etc. on the > portals. > For (non-player) object going through the portals > they just add a temp. > copy of the object to the exiting portal and when > the actual object is > half-way through copy and original switch places and > after the object > fully exited the portal the temp. copy gets removed. > However this doesn't work (or isn't implemented) for > the player entity. > As you can see in the trailer the player-model > doesn't move through the > portals seamlessly, it rather really only gets > teleported from one > location to the other. > > Of course I can't be 100% sure about this as I > didn't have the chance to > play the game or look at the code. ;) > But that's definitely the way I'd go when coding > such portals - and at > least it really looks like that's how they've done > it, once again > watching the trailer. :> > > So far I guess the Portal team didn't have to modify > the engine itself a > lot. The hardest things to do IMO probably were > making the player see > his player model when looking through the portals, > making entities not > collied with the wall when going through portals and > adjusting some > viewangle stuff. > > - amogan > > _______________________________________________ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -------- Nigredo Studios http://www.nigredostudios.com __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders