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ForumsShowcase → JKPortal
JKPortal
2007-10-22, 6:28 AM #1
Hello everybody!

I used to do a little bit of dabbling in JK Editing a few years ago (don't remember having anything published though). I recently completed the story mode in Portal and decided there must be a way of implementing Portals to some extent in JK.

I have made a few textures from memory (i.e. not from reference pictures or ripped from the game) and made a quick room to demonstrate it.







Let me know what you think!
TheStan
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2007-10-22, 6:30 AM #2
Here is a draft version of the orange Portal:



Cheers!
TheStan
Attachment: 17607/portal_orange.gif (78,151 bytes)
2007-10-22, 6:34 AM #3
Looks cool, interested to see how it works.
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2007-10-22, 6:43 AM #4
Here are a few ideas I have for basic gameplay (say for a mod):

- Replace a weapon with the Portal gun (possibly the lightsaber as it is out of place in the world of Portal); primary and secondary fire as in Portal
- Touching a portal results in being teleported to the other portal (hopefully with conservation of momentum)
- Pressing the 'use'/'activate' key near to a portal switches to a camera view from the other portal which is escaped using the 'jump'/'activate' key

I also think it would be cool to have a level concept such as 'Capture the Portal Gun' where:

- There is only one Portal gun in the map - the only way to get it is to be the first to grab it from its place or to kill the previous holder
- Portal gun holder can only use the portal gun
- Other players may use other weapons
- All players may jump/fall/run through portals intentionally or unintentionally
- Winner is the person at the end who has held the gun for the longest time or just highest kills
- Maybe also have a pair of legs (the ones which allow you to drop any distance without taking damage) on the level, distributed as the gun

What do you think of those ideas?
TheStan
2007-10-22, 8:23 AM #5
Be sure to check out Jump Portal for JK.

:)
2007-10-22, 9:46 AM #6
Wow fair enough - when I was an editor before the JK Hub didn't exist to my knowledge! Also I'm proposing a few differences to the Jump Portal to make it more faithful to the game by Valve:

- No entrance/exit portals; both portals are 2-way
- You leave one portal at the angle you entered the other (i.e. your exit angle is not static relative to the world - though due to limitations in the JK engine you may not have any roll component)
- You can only put portals on certain surfaces (not sure if this is a feature of Jump Portal)
- The artwork is based on the Portal game
- You can 'see through portals'

This is not to say that I won't contact Shred18 about a possible collaboration!

Cheers,
TheStan
2007-10-22, 12:43 PM #7
"See though portals"? Would that even be possible for JK engine? Maybe if the portal created HOM and the game switched between player camera and a movable camera at increments so fast that the viewing player would not notice.
SnailIracing:n(500tpostshpereline)pants
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2007-10-22, 1:01 PM #8
Originally posted by Echoman:
"See though portals"? Would that even be possible for JK engine? Maybe if the portal created HOM and the game switched between player camera and a movable camera at increments so fast that the viewing player would not notice.


My plan was actually to have the capability to press the 'use'/'activate' key near the portal to switch to a camera view through the other portal, which would be escaped with the 'use' or 'jump' key.

It wouldn't be the same as actually being able to see through the portal as in the Valve game but I think it would be a reasonable compromise with the JK Engine.
2007-10-22, 11:05 PM #9
Originally posted by TheStan:
- No entrance/exit portals; both portals are 2-way

Easily done :) No worries there
Originally posted by TheStan:
- You leave one portal at the angle you entered the other (i.e. your exit angle is not static relative to the world - though due to limitations in the JK engine you may not have any roll component)

This is also completely possible, including conservation of momentum. I know, because I've done it in my stargate and other teleport cogs. This includes weapons too FYI. However, the weapon testing was done with actual surfaces, not 3d0's, so it'll take a few tricks to get it to work so that the shot "passes" through the portal without actually hitting it and exploding.
Originally posted by TheStan:
- You can only put portals on certain surfaces (not sure if this is a feature of Jump Portal)
This can be done by giving certain surfaces unused flags which you then check for when trying to open a portal
Originally posted by TheStan:
- The artwork is based on the Portal game
Not cog related, so can't help ya there ;)
Originally posted by TheStan:
- You can 'see through portals'
Here's the kicker. This has been attempted many times with varying levels of success. Currently there's no way to actually See through the portals, you idea of looking through them like a camera is easily done, but actually seeing Through the portal like in the game is currently impossible. You probably already knew that though considering you're looking for alternate methods.

Been a while since I've thought about cog
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2007-10-23, 7:01 PM #10
It should be near instantaneous, though. If there's a *PSH noise* spawn time it'll suck.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2007-10-23, 7:55 PM #11
Get this working and you will be a god.
2007-10-24, 12:56 AM #12
I started work on something like this, but never got around to finishing it off. Feel free to make what use of it you can:
http://www.jkhub.net/project/show.php?projid=241§ion=downloads
(You want homtest.zip / Proof of Concept 2)
2007-10-25, 8:39 PM #13
Originally posted by JediKirby:
It should be near instantaneous, though. If there's a *PSH noise* spawn time it'll suck.


That's easy ;) It's getting weapons to work with it that would probably be a little harder. Not impossible, just gotta pick the best method.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"

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