Any way to fix this warp mess?

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PrinceOfFunky
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Re: Any way to fix this warp mess?

Post by PrinceOfFunky »

Look, this is probably the simplest warp to make with hollowed cylinders, and still it doesn't work at all...
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EXP-WarpCylinder_3.unr
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Hellkeeper
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Re: Any way to fix this warp mess?

Post by Hellkeeper »

papercoffee wrote:what would happen if you cross the border?
As soon as you cross the border, you start falling to the "ceiling" (the floor of the room above).
PrinceOfFunky wrote:Look, this is probably the simplest warp to make with hollowed cylinders, and still it doesn't work at all...
Got it to work in a minute.
01.png
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.

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.
Take a look.
EXP-WarpCylinder_3FIXED.unr
(30.65 KiB) Downloaded 33 times
EDIT: you might be interested in this interesting page about warpzones.
You must construct additional pylons.
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PrinceOfFunky
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Re: Any way to fix this warp mess?

Post by PrinceOfFunky »

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.
What do you mean with "deformed"? Cause asymmetrical sheets work anyway:
EXP-WarpCylinder_3FIXED_deformedsheets.unr
(30.53 KiB) Downloaded 28 times
But I see you placed non-solid sheets using the "Add Special Brush" dialog, may it be the actual solution?
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.
I tend to don't use masked textures with warp zones, since they become visible with dynamic lights. But yes every asymmetrical texture would be good for this purpose.
Hellkeeper wrote:Take a look.
Why did you put the ZoneInfos at the bottom for the AmbentBrightness? What was the problem with the LevelInfo's AmbientBrightness? D:
Hellkeeper wrote:EDIT: you might be interested in this interesting page about warpzones.
Thanks, I'll give it a look when I'll finish the map, since it's 9 today.
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Re: Any way to fix this warp mess?

Post by Hellkeeper »

PrinceOfFunky wrote:What do you mean with "deformed"? Cause asymmetrical sheets work anyway:
I like to set the location of my portals precisely and have them fit the cavities as well as I can, so a large deformed shit is not to my liking. As the rotation of a portal is important for a warpzone, it can only cause confusion and possibly problems.
PrinceOfFunky wrote:But I see you placed non-solid sheets using the "Add Special Brush" dialog, may it be the actual solution?
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:I tend to don't use masked textures with warp zones, since they become visible with dynamic lights.
What? Portals don't become visible in any rendering mode no matter the texture, I don't understand.
PrinceOfFunky wrote:Why did you put the ZoneInfos at the bottom for the AmbentBrightness? What was the problem with the LevelInfo's AmbientBrightness? D:
I wanted different lighting colours for each zone.
You must construct additional pylons.
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PrinceOfFunky
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Re: Any way to fix this warp mess?

Post by PrinceOfFunky »

Hellkeeper wrote:As the rotation of a portal is important for a warpzone, it can only cause confusion and possibly problems.
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.
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.
Mhm, I doubt about it, there must be some additional flag set since it becomes a permanent solidity, if you try to change its solidity it won't work, if I remember good even the surface flags become permanent.
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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Re: Any way to fix this warp mess?

Post by Hellkeeper »

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.
This is not really an issue, is it.
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)
I had never noticed this. Still you should use something asymetrical with a clear direction (hence the arrow on S_Teleport). You can always change the tex before release.
You must construct additional pylons.
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Re: Any way to fix this warp mess?

Post by PrinceOfFunky »

JackGriffin wrote:This not meant to make fun of your test map. It's an important point that developers need to understand so it saves them tremendous time in not chasing down a non-existing problem. This has been the root of an entire lost weekend trying to fix the dragons because I had this problem.

The texture on the left wall that is highlighted is your map as it sits. See how there is no texture listed on it's surface?
Def1.jpg
The texture highlighted on the right looks the same but I went in and applied the engine.defaulttexture like I would apply any other texture. You can see now that the surface returns a value for the texture.
Def2.jpg
That's why you just never tolerate default texture anywhere when working. It almost always signals a null and not 'engine.defaulttexture'. Most often in practice this means invisible actors, black zones, etc. as the game tries unsuccessfully to texture the surface.

NinjaEdit: BTW, I'm very interested in your concept now that I've gotten a peek. I really like the idea.
The default texture is not None, it is specified in the LevelInfo.DefaultTexture variable as you can see here:
J3BENioRdCU
Spoiler
This is not necrobump, right?
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