If you look better at the trailer you will see that the same telepoting is done for the player object. In the first task when he must fin an exit he more via the portal and when he is half on the other side he see the still left part of his body to the other portal. :)
Regards, The Storm Ben "amogan" K. 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
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