02-26-2019, 04:13 AM
02-26-2019, 04:55 AM
Lol I kinda had the same idea some time ago. Problem were the warpzons indeed. Not only can't you define the angle(which could be solved by implementing a variable or a 2nd direction-target) but the second problem would be rendering warpzones inside of warpzones which would make parts invisible viewed from certain angles unless you rebuild the map with dummy-structures behind each warpzone. (but then the lighting would be odd and no players visible)
I guess your map is doomed for now if you can't sacrifice a lot of your thoughts and just go with the geometry and some fun portals. :/
EDIT: Nice to see you proving me wrong. https://forums.xonotic.org/showthread.ph...7#pid84617
I guess your map is doomed for now if you can't sacrifice a lot of your thoughts and just go with the geometry and some fun portals. :/
EDIT: Nice to see you proving me wrong. https://forums.xonotic.org/showthread.ph...7#pid84617
02-26-2019, 07:21 PM
Well OK.
Someone move this thread to development as a feature request then.
Someone move this thread to development as a feature request then.
02-27-2019, 03:49 AM
Another thought I had is this map:
http://dl.xonotic.co/whatthewarp_v2.pk3
It's really intelligent warpzone mindfuck. Not the best cts map but the illusion is seamless while it looks like the players are moving on the outsides of a cube.
Maybe this gives some inspiration for a good solution.
http://dl.xonotic.co/whatthewarp_v2.pk3
It's really intelligent warpzone mindfuck. Not the best cts map but the illusion is seamless while it looks like the players are moving on the outsides of a cube.
Maybe this gives some inspiration for a good solution.
02-28-2019, 01:21 PM
misc_warpzone_position
P.D.: Read carefully the entity description and then read it once more.
Edit: Added an screenshot
.
P.D.: Read carefully the entity description and then read it once more.
Edit: Added an screenshot
.
02-28-2019, 02:51 PM
I have made it in two different ways:
Warpzone (targetname: WZ1) <= => misc_warpzone_position (target: WZ1)
Warpzone (killtarget: plop) <= => target_position (targetname: plop)
The "position" entity is, in both cases, what must be rotated to the desired angles.
Umm... there is a problem: it seems to affect to the two connected warpzones, so I can not have different rotations for each.
.
Warpzone (targetname: WZ1) <= => misc_warpzone_position (target: WZ1)
Warpzone (killtarget: plop) <= => target_position (targetname: plop)
The "position" entity is, in both cases, what must be rotated to the desired angles.
Umm... there is a problem: it seems to affect to the two connected warpzones, so I can not have different rotations for each.
.
03-01-2019, 02:31 PM
Ok thanks.
Well now I have another problem.
I kept playing around with the rotations and I have no idea how I got what I wanted.
At first I thought it was wrong because the stairs aren't lining up but then I realized the position of misc_warpzone_position also offsets warpzone position.
Now I'm in some weird trial and error scuffle rotating X and Z, trying to get what I want.
Well now I have another problem.
I kept playing around with the rotations and I have no idea how I got what I wanted.
At first I thought it was wrong because the stairs aren't lining up but then I realized the position of misc_warpzone_position also offsets warpzone position.
Now I'm in some weird trial and error scuffle rotating X and Z, trying to get what I want.
03-01-2019, 03:26 PM
ok, first put your position entity like this:
As you see in the screenshot, It is centerd with the warpzone surface.
Now get the right place in Netradiant's camera view:
Now you are in the back of the position enity and you see the arrow. Now open the "Modify/Arbritary rotation..." panel
and make some small rotation while you are observing the arrow of the entity.
In this way you know exactly the direction the entity rotates.
.
.
As you see in the screenshot, It is centerd with the warpzone surface.
Now get the right place in Netradiant's camera view:
Now you are in the back of the position enity and you see the arrow. Now open the "Modify/Arbritary rotation..." panel
and make some small rotation while you are observing the arrow of the entity.
In this way you know exactly the direction the entity rotates.
.
.
03-01-2019, 09:28 PM
I found I can't rotate it to get what I want apparently- it specifically has to be flipped. I have no idea how I got my warpzone to line up as I wanted to the first time, but I find I can't just flip the misc_warpzone_position entity either.
03-02-2019, 08:46 AM
ok, I have done it:
03-02-2019, 09:28 AM
The trick is to not use warpzone functions. Do it yourself manually.
I have created the same effect with a trigger_teleport brush and a func_camera brush.
The func_camera brush is textured with common/camera in the front surface and common/nodraw in the other sides.
The target_position for the func_camera does not need any rotation, it is the common/camera surface what you can
rotate and/or flip in the desired direction (vertical flip is what you want).
The misc_teleporter_dest entity can be rotated too if you want the player to spawn upside-down when teletransported.
.
03-02-2019, 09:49 AM
func_camera is easy to understand:
03-02-2019, 02:37 PM
Wow nice stuff Julius! But I think it kinda defeats the purpose of having a mindfuck level. :/
The problems I see are:
-the cameras view doesnt move (or maybe theres an option? or you could attach the target_position to a vectormanmanman or use the vmmm instead)
-can't seemless transition to where you want nor shoot :/
But i can see good use of this in other maps
The problems I see are:
-the cameras view doesnt move (or maybe theres an option? or you could attach the target_position to a vectormanmanman or use the vmmm instead)
-can't seemless transition to where you want nor shoot :/
But i can see good use of this in other maps
03-03-2019, 05:00 AM
My problem is that I'm using a trapezoid and not a rectangle or square.
So I can get the result I want with the patch mesh (image #2, that helps me preview how the stairs are going to be) by flipping it vertically, but I can't do so for the misc_warpzone_position entity.
I did try to flip th e warp plane surface, but that doesnt seem to help either.
I have no idea how I managed to get my result in image #3 of my last post.
[attachment=1883][attachment=1884]
* the warp plane is a pentagon, but the previewing patch mesh is a trapezoid
Edit: ok i got it now
[attachment=1886]
So I can get the result I want with the patch mesh (image #2, that helps me preview how the stairs are going to be) by flipping it vertically, but I can't do so for the misc_warpzone_position entity.
I did try to flip th e warp plane surface, but that doesnt seem to help either.
I have no idea how I managed to get my result in image #3 of my last post.
[attachment=1883][attachment=1884]
* the warp plane is a pentagon, but the previewing patch mesh is a trapezoid
Edit: ok i got it now
[attachment=1886]
03-04-2019, 08:29 AM
how
03-06-2019, 11:45 AM
I horizontally flipped the func group of brushes. lol