papercoffee wrote:what would happen if you cross the border?
PrinceOfFunky wrote:Look, this is probably the simplest warp to make with hollowed cylinders, and still it doesn't work at all...
Hellkeeper wrote:Here's what I did:
Deleted these sheets you use as portals, reset the red brush's rotation and transformation because right now it is deformed. Make a simple 1024² sheet, which aligns perfectly with the cylinder, add it as a zone portal to one cylinder, rotate it 180°vertically and then and then add it to the second cylinder, build, play, it works.
Hellkeeper wrote:I suggest you use Engine.S_Teleport as the texture on your portals, it helps show the orientation of your sheets, and orientation is paramount for warpzones.
Hellkeeper wrote:Take a look.
Hellkeeper wrote:EDIT: you might be interested in this interesting page about warpzones.
PrinceOfFunky wrote:What do you mean with "deformed"? Cause asymmetrical sheets work anyway:
PrinceOfFunky wrote:But I see you placed non-solid sheets using the "Add Special Brush" dialog, may it be the actual solution?
Hellkeeper wrote:I tend to don't use masked textures with warp zones, since they become visible with dynamic lights.
PrinceOfFunky wrote:Why did you put the ZoneInfos at the bottom for the AmbentBrightness? What was the problem with the LevelInfo's AmbientBrightness? D:
Hellkeeper wrote:As the rotation of a portal is important for a warpzone, it can only cause confusion and possibly problems.
Hellkeeper wrote:I placed preset zone-portals using the Add Special Brush. It should not make a difference because sheets don't occlude and the dialog only sets a few flags for you anyway.
Hellkeeper wrote:What? Portals don't become visible in any rendering mode no matter the texture, I don't understand.
PrinceOfFunky wrote:An asymettrical sheet should reduce the confusion since you can see if the sheet is rotated or not while with a symmetrical one you can't.
PrinceOfFunky wrote:Hellkeeper wrote:What? Portals don't become visible in any rendering mode no matter the texture, I don't understand.
(Direct 3D 10)
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