--
[ Picked text/plain from multipart/alternative ]
If they make Portal MP, I wonder how they will pull it off. Would be cool if
their were test chamber races or something, not just DM with portals.
On Feb 5, 2008 1:41 AM, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/pl
--
[ Picked text/plain from multipart/alternative ]
If i have ~100 ms of lag with HL2DM, I can't even think about Portal MP :(
2008/2/5, Tom Leighton <[EMAIL PROTECTED]>:
>
> Tom Leighton says:
> #ifdef PORTAL_MP_CONFIRMED
> Msg("WOOT");
> #endif
>
>
> Matt Stafford wrote:
> > --
> > [ Picked text
Tom Leighton says:
#ifdef PORTAL_MP_CONFIRMED
Msg("WOOT");
#endif
Matt Stafford wrote:
--
[ Picked text/plain from multipart/alternative ]
On a slightly related issue...
hl2_gamerules.cpp says:
#if !(defined( HL2MP ) || defined( PORTAL_MP ))
hmmm
On Feb 5, 2008 2:54 PM, Ryan Sheffer <
--
[ Picked text/plain from multipart/alternative ]
On a slightly related issue...
hl2_gamerules.cpp says:
#if !(defined( HL2MP ) || defined( PORTAL_MP ))
hmmm
On Feb 5, 2008 2:54 PM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Indee
--
[ Picked text/plain from multipart/alternative ]
Indeed it was, it was mentioned that the ability to create portals was going
to be in the SDK, but I don't remember reading it on this mailer.
Maybe it just requires some snooping around in the code, since I have come
across enough code so far to
I believe it was announced that the /technology to create portals/ would
be included with the SDK, but not the Portal code itself.
// Adam Maras (memzero)
Tony "omega" Sergi wrote:
--
[ Picked text/plain from multipart/alternative ]
who the hell said they were releasing the portal source code
--
[ Picked text/plain from multipart/alternative ]
who the hell said they were releasing the portal source code with the SDK?
That was people on like hl2coders and stuff saying that.
It was not an official announcement of ANY kind that I'm aware of.
Infact, I remember reading posts about it, and
--
[ Picked text/plain from multipart/alternative ]
Because I remember them saying they were going to include the Portal code
with the SDK.
I guess you missed that. ;)
On Feb 2, 2008 1:21 PM, Jeffrey botman Broome <[EMAIL PROTECTED]>
wrote:
> Ryan Sheffer wrote:
> > --
> > [ Picked text/plain fr
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman"
Broome
Sent: Saturday, February 02, 2008 4:21 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Portal
Ryan Sheffer wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Having the code to
I could see some interesting potential with Dystopia (specifically in
cyberspace) with Portal technology... :)
// Adam Maras (memzero)
Jeffrey "botman" Broome wrote:
Ryan Sheffer wrote:
--
[ Picked text/plain from multipart/alternative ]
Having the code to add the portal gun would be great,
Ryan Sheffer wrote:
--
[ Picked text/plain from multipart/alternative ]
Having the code to add the portal gun would be great, but me thinks Valve
don't want us to make portal mods.
They don't distribute the source code to Counter-Strike, TFC, or Day of
Defeat, why would they distribute source c
--
[ Picked text/plain from multipart/alternative ]
Having the code to add the portal gun would be great, but me thinks Valve
don't want us to make portal mods.
On Jan 30, 2008 8:03 AM, Qazzian <[EMAIL PROTECTED]> wrote:
> [ Converted text/html to text/plain ]
> All I can find are files related t
[ Converted text/html to text/plain ]
All I can find are files related to area portals.
I was at least expecting a "weapon_portalgun" class
Daniel Glenn wrote:
--
[ Picked text/plain from multipart/alternative ]
Search around the code as it is. ;)
On Jan 30, 2008 1:14 AM, Brett Wilkins <[EMAIL PR
--
[ Picked text/plain from multipart/alternative ]
Search around the code as it is. ;)
On Jan 30, 2008 1:14 AM, Brett Wilkins <[EMAIL PROTECTED]> wrote:
> Hey there,
>
> Is there any plan to put Portal Code into the Source SDK? My friends and
> I were wanting to make a mod and add some stuff in.
Hey there,
Is there any plan to put Portal Code into the Source SDK? My friends and
I were wanting to make a mod and add some stuff in.
Cheers,
Brett
--
**
Brett Wilkins
A.K.A Beedub
The Fixit
___
To unsubscribe, edit your list preferen
On 31 Jul 2006, at 04:12, John Sheu wrote:
What I'm *really* interested in is how it handles recursive
rendering. I
suspect that's why, on the last scene in the video where the player
falls
through a never-ending chain, they have a "test subject" go through
the
portals below the player; to hid
On Monday 31 July 2006 12:05 am, Ben Everett wrote:
> Consider the most-likely complex case (rendering wise) of an entrance
> portal in front of the player, and the exit portal behind the player.
> First, this would seem like an "infinite loop" problem, while I beg to
> differ. One, you probably kn
I don't consider the problem (as far as rendering is concerned) that complex
of a problem.
Consider the most-likely complex case (rendering wise) of an entrance portal
in front of the player, and the exit portal behind the player. First, this
would seem like an "infinite loop" problem, while I beg
On Sunday 30 July 2006 10:57 pm, Benjamin Davison wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> John Sheu I had the exact idea as you, but the only downside to this is you
> would not be able to have "thin" ledges otherwise the model is going to pop
> out the otherside.
How so?
--
[ Picked text/plain from multipart/alternative ]
John Sheu I had the exact idea as you, but the only downside to this is you
would not be able to have "thin" ledges otherwise the model is going to pop
out the otherside.
On 7/31/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> On Sunday 30 July 2006
Another approach would be to render the portal view first, then use the
stencil buffer to limit the overdraw when you draw the "local" world. Not
really Z-buffer magic, but something analogous.
-John Sheu
___
To unsubscribe, edit your list preferences,
On Sunday 30 July 2006 10:17 pm, Aaron Schiff wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I'm not sure on the idea of having mirror copies...having a dynamic z
> buffer sounds like an ideal solution
Academic debate time... :-)
I'm not sure what you mean by a "dynamic z buffer
--
[ Picked text/plain from multipart/alternative ]
I'm not sure on the idea of having mirror copies...having a dynamic z buffer
sounds like an ideal solution
--
ts2do
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
As far as I can tell:
The rendering itself is a rendertarget (hence the flames along the edges and
the irregular boundary). As for object teleportation, all that's necessary
is to make the "portal" a trigger that modifies the physics rules of objects
that touch it to let them pass through walls a
--
[ Picked text/plain from multipart/alternative ]
Rather than just rendering the target view to a texture, it looks as tho
they also modify the z component...which would make sense for waht is seen
ingame...with the z buffer modified, rendering a model would make it show on
both sides
Then all t
--
[ Picked text/plain from multipart/alternative ]
If it were a rendertarget the movement through a poral would not be
seamless. It seems more complex in my opinion.
On 7/30/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Im pretty sure ther
--
[ Picked text/plain from multipart/alternative ]
Yeah, it seems very unlikely that they're just textures, seeing as things
move through them smoothly and can be half way between two portals (not just
teleported point to point, as in the GMod minimod).
On 7/30/06, Ryan Sheffer <[EMAIL PROTECTED]
--
[ Picked text/plain from multipart/alternative ]
Im pretty sure there is a lot of extremely complex technology at hand here.
Its not just rendertargets, they are seamlessly bending pixels to their
will. And Im pretty sure they arnt using much shader technology either.
I really wish I knew how t
On Sunday 30 July 2006 6:03 pm, Adam "amckern" Mckern wrote:
> And how do you know this?
Because it makes a lot of sense, given what we see in the video.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://li
And how do you know this?
--- Aaron Schiff <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Not at all...they're simply 2 materials with
> rendertargets on the other
> side...
>
> --
> ts2do
> --
>
> ___
> To unsubscr
--
[ Picked text/plain from multipart/alternative ]
Not at all...they're simply 2 materials with rendertargets on the other
side...
--
ts2do
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valveso
Is it possible to create portals like those seen in the Portal video or
is the Episode 2 engine required? Are they essentially func_areaportals
with the two sides dynamically defined during run time?
___
To unsubscribe, edit your list preferences, or v
www.gamedev.net
www.flipcode.net
nehe.gamedev.net
> -Original Message-
> From: Matthew Lewis [mailto:[EMAIL PROTECTED]]
> Sent: Friday, April 05, 2002 12:00
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] portal engine theory
>
>
> I'm trying to understand h
I'm trying to understand how a portal style game engine works by writing one
myself using openGL. I have written code that generates a leafy-BSP tree,
but I'm not sure how you get portals out of it. I'm also unclear how you
determine if a polygon is inside or outside the world or inside another
br
34 matches
Mail list logo