Height independent Line_SetPortal possible?

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Elias79
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Height independent Line_SetPortal possible?

Post by Elias79 »

Is height independent Line_SetPortal possible somehow?
So you could have a line portal that is limited to lower, middle or upper only, iv tried moving a line from another sector with correct height but then it makes it impassible underneath.

My main need for this is trying to make Sector portals accessible from the sides and not only floor / ceilings but could be very useful for everything from windows to faking more complex geometry.
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Graf Zahl
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Re: Height independent Line_SetPortal possible?

Post by Graf Zahl »

No, currently that cannot be done. The limitation here is mainly on the movement code, not the renderer.
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Darkcrafter
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Re: Height independent Line_SetPortal possible?

Post by Darkcrafter »

I would be really glad to find a use even for just a rendering option :)
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TDRR
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Re: Height independent Line_SetPortal possible?

Post by TDRR »

You can use camera textures and VectorAngle() to make height independent semi-believable portals. You also need another ACS Script to control teleporting but it's doable.

I did make an example .wad if you want it, but i didn't set it up in the most convincing of ways.

EDIT:Almost forgot, you could also use GetActorPosX (and the variations, Y and Z) to get the position of the player and move the camera accordingly, but that requires more maths than i know so i haven't done it.
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Kinsie
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Re: Height independent Line_SetPortal possible?

Post by Kinsie »

TDRR wrote:You can use camera textures and VectorAngle() to make height independent semi-believable portals.
Having messed around with trying to imitate similar effects using camera textures in another engine, I'm sceptical of this: It'd look distorted and funky from angles other than straight-ahead (even with funky math to try and recreate the camera angle, which would probably break in multiplayer...) and get blurry/pixelly up close.
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TDRR
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Re: Height independent Line_SetPortal possible?

Post by TDRR »

Kinsie wrote:
TDRR wrote:You can use camera textures and VectorAngle() to make height independent semi-believable portals.
Having messed around with trying to imitate similar effects using camera textures in another engine, I'm sceptical of this: It'd look distorted and funky from angles other than straight-ahead (even with funky math to try and recreate the camera angle, which would probably break in multiplayer...) and get blurry/pixelly up close.
Thing is, it's still x10 times better than nothing at all, and you could even leave the camera facing straight ahead if you want as long as it represents the place you will go after travel.
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