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ForumsShowcase → Step Into A Better Time
Step Into A Better Time
2005-03-30, 11:38 AM #1
This is mostly an experiment. So far, it's a portal that you can see through to what's on the other side. There's no use of cogs, but it only looks good when you're close up. If you're farther back, it gets buggy. So, I still have to find a way to fix that.
[http://www.massassi.net/ec/images/15774.jpg]
[http://www.massassi.net/ec/images/15775.jpg]
[http://www.massassi.net/ec/images/15776.jpg]
[http://www.massassi.net/ec/images/15777.jpg]
[http://www.massassi.net/ec/images/15778.jpg]

If I can get it to work without any bugs, I'll post some better shots. If anyone else would like to take a crack at it, PM me and I'll tell you how to do what I've done.
Who made you God to say "I'll take your life from you"?
2005-03-30, 11:40 AM #2
Can you give us a top-down wireframe?
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-03-30, 11:40 AM #3
I like the idea. Im still a little confused, I would have to actually play it to fully understand your masterpiece ;) How can you use a portal with no cogging?
This is retarded, and I mean drooling at the mouth
2005-03-30, 11:47 AM #4
Quote:
Can you give us a top-down wireframe?


Soitenly, nyuck nyuck nyuck.

But since I'm showing this, there probably won't be any questions as to how I did it. Actually, nevermind. The JED shot doesn't reveal too much.

[http://www.massassi.net/ec/images/15779.jpg]
Who made you God to say "I'll take your life from you"?
2005-03-30, 12:01 PM #5
That's pretty interesting.... so, how did you do it?
Stuff
2005-03-30, 12:11 PM #6
I'm guessing he made two versions of the same area on different layers, then moved them onto the exact same place, and then did some manual adjoins to make the portal work.

2005-03-30, 12:11 PM #7
Simple enough, overlapping duplicate sectors. They don't have to be duplicate (and they aren't as far as textures go in the screenshots), but they must be overlapping for it to appear that there's something on the other side. I actually discovered this when I first started editing with JED a few years ago. Those sectors weren't duplicate, but they were overlapping. I didn't know how to adjoin because I kept trying to do it while in 3D Preview, so nearly all of my sectors were overlapping. It looks like a mess in JED, but in game you can't tell. I also used this same method in my maze level for a few of the puzzles. Those were duplicate and overlapping sectors down to the textures, so it was tricky in game and even trickier in JED to work with.
Who made you God to say "I'll take your life from you"?
2005-03-30, 5:36 PM #8
It's a dandy little thing, and if you can figure out how to get it to not clip in the other sector, you'd make an editor like me very happy.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2005-03-30, 7:06 PM #9
not to be rude or anything, but that has been done a long time ago.. with a mod.. i think it was blaster tag or maybe jailbreak. it's still a fun thing to play with, though. i used it in one of my maps as well for teleport portals, but i don't remember any bugs. why not post a screenie of it so we can try and help out?
Current Maps | Newest Map
2005-03-30, 10:04 PM #10
Wolfy -- They don't clip together. In fact, many of the original JK levels used overlapping sectors.
"And lo, let us open up into the holy book of Proxy2..." -genk
His pot is blacker than his kettle!
2005-03-30, 10:38 PM #11
Yes, I've messed with this trick a while ago. I've also tried adjoins in different positions but the same shape/size/alignment... Which ends up having you fall into infinity when you try to cross. There are some bugs with it, in particular with 3dos near the portal.
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2005-03-30, 10:59 PM #12
The problem I'm having with it is that when you're further back from it, the different textures clash. They (textures beyond the portal) will switch between textures from the original room and textures beyond the portal. Not so much of a HOM problem to any wondering. I think the only reason why the textures are clashing is because the sectors are the same shape and right ontop of each other and the player is in the room with the original textures while looking through to the other sector with different textures. I'll try to get a screenshot up soon.
Who made you God to say "I'll take your life from you"?
2005-03-31, 5:30 AM #13
For that couldn't you make a 3do that would appear in the arch that looks like what's beyond by using a cog? Or even a screenshot texture that would switch between visable and not visable adjoin flags at a certain distance would work depending on how far away it is before it disapears. I think this could work, but someone mentioned errors with 3dos nearby? :confused: Cool meathod btw! :D
Naked Feet are Happy Feet
:omgkroko:

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