[SOLVED] Want Upside-Down Warpzones - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: [SOLVED] Want Upside-Down Warpzones (/showthread.php?tid=7976) |
Want Upside-Down Warpzones - Antares* - 02-26-2019 Not turning out the way I wanted it to. mapidea.png (Size: 210.68 KB / Downloads: 192) RE: Want Upside-Down Warpzones - _para - 02-26-2019 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.php?tid=7976&pid=84617#pid84617 RE: Want Upside-Down Warpzones - Antares* - 02-26-2019 Well OK. Someone move this thread to development as a feature request then. RE: Want Upside-Down Warpzones - _para - 02-27-2019 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. RE: Want Upside-Down Warpzones - Julius - 02-28-2019 misc_warpzone_position P.D.: Read carefully the entity description and then read it once more. Edit: Added an screenshot . RE: Want Upside-Down Warpzones - Julius - 02-28-2019 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. . RE: Want Upside-Down Warpzones - Antares* - 03-01-2019 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. RE: Want Upside-Down Warpzones - Julius - 03-01-2019 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. . . RE: Want Upside-Down Warpzones - Antares* - 03-01-2019 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. RE: Want Upside-Down Warpzones - Julius - 03-02-2019 ok, I have done it: RE: Want Upside-Down Warpzones - Julius - 03-02-2019 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. . RE: Want Upside-Down Warpzones - Julius - 03-02-2019 func_camera is easy to understand: RE: Want Upside-Down Warpzones - _para - 03-02-2019 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 RE: Want Upside-Down Warpzones - Antares* - 03-03-2019 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. * the warp plane is a pentagon, but the previewing patch mesh is a trapezoid Edit: ok i got it now RE: Want Upside-Down Warpzones - Julius - 03-04-2019 how RE: Want Upside-Down Warpzones - Antares* - 03-06-2019 I horizontally flipped the func group of brushes. lol |