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)
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?
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.
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.
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