Re: [hlcoders] Portal

2008-02-05 Thread Ryan Sheffer
-- [ 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

Re: [hlcoders] Portal

2008-02-05 Thread Rodrigo 'r2d2rigo' Diaz
-- [ 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

Re: [hlcoders] Portal

2008-02-04 Thread Tom Leighton
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 <

Re: [hlcoders] Portal

2008-02-04 Thread Matt Stafford
-- [ 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

Re: [hlcoders] Portal

2008-02-04 Thread Ryan Sheffer
-- [ 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

Re: [hlcoders] Portal

2008-02-03 Thread Adam Maras (memzero)
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

Re: [hlcoders] Portal

2008-02-03 Thread Tony "omega" Sergi
-- [ 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

Re: [hlcoders] Portal

2008-02-03 Thread Ryan Sheffer
-- [ 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

RE: [hlcoders] Portal

2008-02-02 Thread Christopher Harris
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

Re: [hlcoders] Portal

2008-02-02 Thread Adam Maras (memzero)
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,

Re: [hlcoders] Portal

2008-02-02 Thread Jeffrey "botman" Broome
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

Re: [hlcoders] Portal

2008-02-02 Thread Ryan Sheffer
-- [ 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

Re: [hlcoders] Portal

2008-01-30 Thread Qazzian
[ 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

Re: [hlcoders] Portal

2008-01-30 Thread Daniel Glenn
-- [ 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.

[hlcoders] Portal

2008-01-29 Thread Brett Wilkins
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

Re: [hlcoders] Portal

2006-07-31 Thread Adam Foster
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

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
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

RE: [hlcoders] Portal

2006-07-30 Thread Ben Everett
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

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
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?

Re: [hlcoders] Portal

2006-07-30 Thread Benjamin Davison
-- [ 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

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
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,

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
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

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ 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

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
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

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ 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

Re: [hlcoders] Portal

2006-07-30 Thread Chris Harris
-- [ 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

Re: [hlcoders] Portal

2006-07-30 Thread Skillet
-- [ 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]

Re: [hlcoders] Portal

2006-07-30 Thread Ryan Sheffer
-- [ 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

Re: [hlcoders] Portal

2006-07-30 Thread John Sheu
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

Re: [hlcoders] Portal

2006-07-30 Thread Adam \"amckern\" Mckern
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

Re: [hlcoders] Portal

2006-07-30 Thread Aaron Schiff
-- [ 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

[hlcoders] Portal

2006-07-30 Thread Justin Krenz
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

RE: [hlcoders] portal engine theory

2002-04-05 Thread Yacketta, Ronald
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

[hlcoders] portal engine theory

2002-04-05 Thread Matthew Lewis
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