Re: [hlcoders] Re: Portal

2006-08-02 Thread Tei

This Portal implementation with teleports calls for a infinite stairs map :D

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Re: [hlcoders] Re: Portal

2006-08-02 Thread Django Merope-Synge

There was talk of this over at ModDB. It's possible using just teleporters
and some cameras, methinks, but it would probably be better using portals.
-

This Portal implementation with teleports calls for a infinite stairs
map :D

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(adn alike :D)

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Rob Lach
--
[ Picked text/plain from multipart/alternative ]
Well... the early replies were probably correct... but I'm sure certain
parts of the code were revamped just for this.

On 8/1/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 http://forums.facepunchstudios.com/showthread.php?t=168366

 LUA 'Portal'

 Adam

 --- Ben \amogan\ K. [EMAIL PROTECTED] wrote:

  As far as I can tell from what I saw in the trailer
  they've done the
  portals in a pretty simple way:
 
  First off they used rendertargets etc. on the
  portals.
  For (non-player) object going through the portals
  they just add a temp.
  copy of the object to the exiting portal and when
  the actual object is
  half-way through copy and original switch places and
  after the object
  fully exited the portal the temp. copy gets removed.
  However this doesn't work (or isn't implemented) for
  the player entity.
  As you can see in the trailer the player-model
  doesn't move through the
  portals seamlessly, it rather really only gets
  teleported from one
  location to the other.
 
  Of course I can't be 100% sure about this as I
  didn't have the chance to
  play the game or look at the code. ;)
  But that's definitely the way I'd go when coding
  such portals - and at
  least it really looks like that's how they've done
  it, once again
  watching the trailer. :
 
  So far I guess the Portal team didn't have to modify
  the engine itself a
  lot. The hardest things to do IMO probably were
  making the player see
  his player model when looking through the portals,
  making entities not
  collied with the wall when going through portals and
  adjusting some
  viewangle stuff.
 
  - amogan
 
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Re: [hlcoders] Re: Portal

2006-08-01 Thread THE STORM

If you look better at the trailer you will see that the same telepoting
is done for the player object.
In the first task when he must fin an exit he more via the portal and
when he is half on the other side he see the still left part of his body
to the other portal. :)

Regards,
The Storm

Ben amogan K. wrote:

As far as I can tell from what I saw in the trailer they've done the
portals in a pretty simple way:

First off they used rendertargets etc. on the portals.
For (non-player) object going through the portals they just add a temp.
copy of the object to the exiting portal and when the actual object is
half-way through copy and original switch places and after the object
fully exited the portal the temp. copy gets removed.
However this doesn't work (or isn't implemented) for the player entity.
As you can see in the trailer the player-model doesn't move through the
portals seamlessly, it rather really only gets teleported from one
location to the other.

Of course I can't be 100% sure about this as I didn't have the chance to
play the game or look at the code. ;)
But that's definitely the way I'd go when coding such portals - and at
least it really looks like that's how they've done it, once again
watching the trailer. :

So far I guess the Portal team didn't have to modify the engine itself a
lot. The hardest things to do IMO probably were making the player see
his player model when looking through the portals, making entities not
collied with the wall when going through portals and adjusting some
viewangle stuff.

- amogan

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Re: [hlcoders] Re: Portal

2006-08-01 Thread noob cannon lol
--
[ Picked text/plain from multipart/alternative ]
Bah. It just teleports you when you walk on it.

On 7/31/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 http://forums.facepunchstudios.com/showthread.php?t=168366

 LUA 'Portal'

 Adam

 --- Ben \amogan\ K. [EMAIL PROTECTED] wrote:

  As far as I can tell from what I saw in the trailer
  they've done the
  portals in a pretty simple way:
 
  First off they used rendertargets etc. on the
  portals.
  For (non-player) object going through the portals
  they just add a temp.
  copy of the object to the exiting portal and when
  the actual object is
  half-way through copy and original switch places and
  after the object
  fully exited the portal the temp. copy gets removed.
  However this doesn't work (or isn't implemented) for
  the player entity.
  As you can see in the trailer the player-model
  doesn't move through the
  portals seamlessly, it rather really only gets
  teleported from one
  location to the other.
 
  Of course I can't be 100% sure about this as I
  didn't have the chance to
  play the game or look at the code. ;)
  But that's definitely the way I'd go when coding
  such portals - and at
  least it really looks like that's how they've done
  it, once again
  watching the trailer. :
 
  So far I guess the Portal team didn't have to modify
  the engine itself a
  lot. The hardest things to do IMO probably were
  making the player see
  his player model when looking through the portals,
  making entities not
  collied with the wall when going through portals and
  adjusting some
  viewangle stuff.
 
  - amogan
 
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  the list archives, please visit:
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 
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RE: [hlcoders] Re: Portal

2006-08-01 Thread Tony \omega\ Sergi
 -Original Message-
 From: Ben amogan K. [mailto:[EMAIL PROTECTED]
 Sent: July 31, 2006 5:54 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Re: Portal
 However this doesn't work (or isn't implemented) for the player entity.
 As you can see in the trailer the player-model doesn't move through the
 portals seamlessly, it rather really only gets teleported from one
 location to the other.

Uhm..

The player does too.
Look at the very first area, with the spikey ceiling coming down.
You can see yourself going through the portal.

--
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Heroes of Excelsior
http://www.heroesofexcelsior.com
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http://www.blackened-interactive.com



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Re: [hlcoders] Re: Portal

2006-08-01 Thread Jorge Rodriguez

Tony omega Sergi wrote:

-Original Message-
From: Ben amogan K. [mailto:[EMAIL PROTECTED]
Sent: July 31, 2006 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: Portal
However this doesn't work (or isn't implemented) for the player entity.
As you can see in the trailer the player-model doesn't move through the
portals seamlessly, it rather really only gets teleported from one
location to the other.



Uhm..

The player does too.
Look at the very first area, with the spikey ceiling coming down.
You can see yourself going through the portal.




Uhm..

The player does not.
Unless you're proposing that the player actually moves into an entirely
new room that is not the old room, then by logic the player must have
been teleported at some point to another part of the same room. It's
just that it does some smoke and mirrors so that it seems like you were
never teleported, but just ran into another part of the room. And in
fact, if you review the video closely, you can see a small hitch when
the player is teleported. I think that hitch is what Ben was talking
about, but I don't think it will appear in the final game. The video was
probably recorded from a demo, and the demo playback probably caused the
hitch.

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Charles Solar
--
[ Picked text/plain from multipart/alternative ]
If I was coding portals as they apear in the video, I would atempt a
'wormhole' type design.  Where the portal actually connects those two walls
in a way so that the player can walk into a portal just like he was walking
through a regular door.
But thats me, who knows what valve would do, I dont think they would goto
the extent of creating another copy of the map, but I wouldn't put it past a
few guys who are struggling to meet a deadline. :)
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Re: [hlcoders] Re: Portal

2006-08-01 Thread Chris Harris
--
[ Picked text/plain from multipart/alternative ]
They made Narbacular Drop, I doubt they had problems doing it and meeting a
deadline.

On 8/1/06, Charles Solar [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 If I was coding portals as they apear in the video, I would atempt a
 'wormhole' type design.  Where the portal actually connects those two
 walls
 in a way so that the player can walk into a portal just like he was
 walking
 through a regular door.
 But thats me, who knows what valve would do, I dont think they would goto
 the extent of creating another copy of the map, but I wouldn't put it past
 a
 few guys who are struggling to meet a deadline. :)
 --

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Drew Kirkpatrick

I would imagine that they're just doing some kind of stencil buffer
for the portal, and simply rendering to it from an alternate
viewpoint. I've never used stencil buffer this way, so I'm not sure
what the performance hit would be. Then again, I'm talking openGL, not
sure if source  directX have a similar feature, but I'd imagine they
would, it seems like a simple enough concept.

Say, your current view towards the portal/stencil intersects it at a
45 degree angle, and looking through this stencil/portal would take
up say 20 degrees of FOV based on your current distance. Rendering
into that stencil could be done wiht a viewpoint rotation of 45
degrees, and 20 FOV from the other side of the portal. Then again,
I'm not much of a graphics programmer.

On 8/1/06, Charles Solar [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
If I was coding portals as they apear in the video, I would atempt a
'wormhole' type design.  Where the portal actually connects those two walls
in a way so that the player can walk into a portal just like he was walking
through a regular door.
But thats me, who knows what valve would do, I dont think they would goto
the extent of creating another copy of the map, but I wouldn't put it past a
few guys who are struggling to meet a deadline. :)
--

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Jorge Rodriguez

Charles Solar wrote:

If I was coding portals as they apear in the video, I would atempt a
'wormhole' type design.  Where the portal actually connects those two walls
in a way so that the player can walk into a portal just like he was walking
through a regular door.



Why would you do all that complicated stuff that would essentially
amount to a teleport anyways, when you can just teleport the player?

--
Jorge Vino Rodriguez


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Re: [hlcoders] Re: Portal

2006-08-01 Thread Drew Kirkpatrick

What's more interesting I think that how to render it, would be if
this were turned into a MP game, how would you handle the traceline
stuff correctly for bullets and weapons. Would updates to Source
automagically handle this?

If not, you'd have to check if the traceline ended ona  portal, and
then do another traceline from the other end of the portal on again.
The internals of the traceline endpoint could be complicated too I'd
imagine, what if an MP entity is 2/3 the way through the portal, but
the traceline ends/collides on the 1/3 of the entity still on the
other end?

Also if you have dynamic netcode/entity management that only updates
entites close to you based on their relevance (usually distance, how
we do it at work) that helps it scale up, this assumption of physical
distance allowing a measure to rate importance and relevance of net
updates is completely shot. Whoever is working on a MP version of
Portals, more power to ya ;-)

On 8/1/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:

Charles Solar wrote:
 If I was coding portals as they apear in the video, I would atempt a
 'wormhole' type design.  Where the portal actually connects those two walls
 in a way so that the player can walk into a portal just like he was walking
 through a regular door.


Why would you do all that complicated stuff that would essentially
amount to a teleport anyways, when you can just teleport the player?

--
Jorge Vino Rodriguez


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Re: [hlcoders] Re: Portal

2006-08-01 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I haven't thought about that.. A MP version of Portal would be nice... but
hard to code

On 8/1/06, Drew Kirkpatrick [EMAIL PROTECTED] wrote:

 What's more interesting I think that how to render it, would be if
 this were turned into a MP game, how would you handle the traceline
 stuff correctly for bullets and weapons. Would updates to Source
 automagically handle this?

 If not, you'd have to check if the traceline ended ona  portal, and
 then do another traceline from the other end of the portal on again.
 The internals of the traceline endpoint could be complicated too I'd
 imagine, what if an MP entity is 2/3 the way through the portal, but
 the traceline ends/collides on the 1/3 of the entity still on the
 other end?

 Also if you have dynamic netcode/entity management that only updates
 entites close to you based on their relevance (usually distance, how
 we do it at work) that helps it scale up, this assumption of physical
 distance allowing a measure to rate importance and relevance of net
 updates is completely shot. Whoever is working on a MP version of
 Portals, more power to ya ;-)

 On 8/1/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
  Charles Solar wrote:
   If I was coding portals as they apear in the video, I would atempt a
   'wormhole' type design.  Where the portal actually connects those two
 walls
   in a way so that the player can walk into a portal just like he was
 walking
   through a regular door.
  
 
  Why would you do all that complicated stuff that would essentially
  amount to a teleport anyways, when you can just teleport the player?
 
  --
  Jorge Vino Rodriguez
 
 
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Re: [hlcoders] Re: Portal

2006-08-01 Thread Daniel Menard

Well, examining the portal trailer frame by frame, it would seem that
John was correct in his assumption. The portals seem to be dynamically
sized render textures (much like the water refraction and reflection
render textures) with entity shadow copies being created as they
pass through the portal. My guess is the portals have a special
collision routine to allow objects to pass through them in the first
place, and the model instance is copied (much like the way ragdolls
are perfect copies of the player's model instance) and rendered at the
opposite portal until the object's origin passes through, at which
point the object and the shadow copy are swapped.

This isn't done for players though, if you look at the first part of
the video with the spikes, you can see the player running through the
portal as he approaches it, as soon as he touches it the player jumps
through and appears on the other side. My guess is thats because
copying player models with all the attached animations is too complex
for the entity shadow system.

On the second ingame part, where they drop a box on the turret, you
can clearly see that the box copy created on the top portal is very
dark (lighting origin is still inside the wall) and then as soon as
the swap happens the bottom box turns very dark. There is also a one
frame gap where the actual swap happens where the top box disappears.

The recursive rendering seems to render entities and world on the
first portal but only the world on the second portal (up to a limit of
5 or 6 I would guess). I say this because while the player runs in
circles around the portals, if you look 2 portals forward, the player
clips the wall.

That's pretty much all I can say about that. Good luck to all the portal clones.

On 8/1/06, Chris Harris [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
They made Narbacular Drop, I doubt they had problems doing it and meeting a
deadline.

On 8/1/06, Charles Solar [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 If I was coding portals as they apear in the video, I would atempt a
 'wormhole' type design.  Where the portal actually connects those two
 walls
 in a way so that the player can walk into a portal just like he was
 walking
 through a regular door.
 But thats me, who knows what valve would do, I dont think they would goto
 the extent of creating another copy of the map, but I wouldn't put it past
 a
 few guys who are struggling to meet a deadline. :)
 --

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Re: [hlcoders] Re: Portal

2006-08-01 Thread John Sheu
There is a way, I think, that this could actually be done without the use of
render targets.  It requires some engine access, though, to wit:

1.  Draw the view.  If no portals are in view (done with pixelvis or whatnot),
  terminate recursion (if any).
2.  Draw portals.  The portal is drawn with a special material that clears the
 depth buffer.
3.  For each portal:
a. find the transformed camera position looking through that portal.
b. store off portal location info (e.g. on a global stack)
c. cull polygons *from the exit portal location*
d. go to step 1 *from the transformed camera location through the exit
  portal*
e. retrieve portal location from stack, draw a transparent overlay quad on
  portal (flames, etc.)

That should make it possible to do this without render targets, including the
flame effects along the borders that we see.  Note, though, that this
requires the ability to separate the polygon cull step from the render step
in the engine, in step 3c.  Models that touch the portal will have still have
to be cloned; in fact, there's probably a shadow physics controller at
the far portal.  Anybody want to try prototyping this on Ogre3D?

-John Sheu

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Another problem we haven't thought of is the PVS...they obviously have to
add much more to the PVS code to make sure all of the entities on other side
of the portal are rendered too

--
ts2do
--

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Jorge Rodriguez

Aaron Schiff wrote:

Another problem we haven't thought of is the PVS...they obviously have to
add much more to the PVS code to make sure all of the entities on other side
of the portal are rendered too



Source already handles this. Think about HL2's camera system.

--
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Re: [hlcoders] Re: Portal

2006-08-01 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Yep: engine-AddOriginToPVS

On 8/1/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:

 Aaron Schiff wrote:
  Another problem we haven't thought of is the PVS...they obviously have
 to
  add much more to the PVS code to make sure all of the entities on other
 side
  of the portal are rendered too
 

 Source already handles this. Think about HL2's camera system.

 --
 Jorge Vino Rodriguez


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--
ts2do
--

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Re: [hlcoders] Re: Portal

2006-08-01 Thread Jeffrey \botman\ Broome

Aaron Schiff wrote:

--
[ Picked text/plain from multipart/alternative ]
Another problem we haven't thought of is the PVS...they obviously have to
add much more to the PVS code to make sure all of the entities on other side
of the portal are rendered too


PVS should be handled with respect to the remote camera used by the
portal.  What's visible to that camera (from the camera's point of view)
gets rendered to the texture used as the material displayed as the portal.

--
Jeffrey botman Broome

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RE: [hlcoders] Re: Portal

2006-08-01 Thread Chris Janes
Given a 'true' implementation of a portal system (as described at flipcode
(http://www.flipcode.com/articles/portals_issue09.shtml) and wikipedia
(http://en.wikipedia.org/wiki/Portal_rendering) ) the portals themselves
resolve the PVS issue by extending the view frustrum for clipping /
rendering purposes. I'd be hoping that the Portal team have in fact gone as
far as to add the tech to the core engine rather than spend over a year
doing a hack job of it (Narbacular Drop shows they know how to do it, it's
'just' a case of integrating it into Source) - as has been discussed (and
demonstrated with the Gmod SWEP) it's possible to do in the current engine
with a bit of work and some smoke and mirrors, it just doesn't form a 'true'
portal implementation.

I guess we'll either have to wait for an official word from valve about it,
to save us all going mad figuring it out - or for Portal to be released so
we can poke around ourselves and figure it out.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: 01 August 2006 22:20
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: Portal

Aaron Schiff wrote:
 --
 [ Picked text/plain from multipart/alternative ] Another problem we
 haven't thought of is the PVS...they obviously have to add much more
 to the PVS code to make sure all of the entities on other side of the
 portal are rendered too

PVS should be handled with respect to the remote camera used by the
portal.  What's visible to that camera (from the camera's point of view)
gets rendered to the texture used as the material displayed as the portal.

--
Jeffrey botman Broome

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Re: [hlcoders] Re: Portal

2006-07-31 Thread Adam \amckern\ Mckern
http://forums.facepunchstudios.com/showthread.php?t=168366

LUA 'Portal'

Adam

--- Ben \amogan\ K. [EMAIL PROTECTED] wrote:

 As far as I can tell from what I saw in the trailer
 they've done the
 portals in a pretty simple way:

 First off they used rendertargets etc. on the
 portals.
 For (non-player) object going through the portals
 they just add a temp.
 copy of the object to the exiting portal and when
 the actual object is
 half-way through copy and original switch places and
 after the object
 fully exited the portal the temp. copy gets removed.
 However this doesn't work (or isn't implemented) for
 the player entity.
 As you can see in the trailer the player-model
 doesn't move through the
 portals seamlessly, it rather really only gets
 teleported from one
 location to the other.

 Of course I can't be 100% sure about this as I
 didn't have the chance to
 play the game or look at the code. ;)
 But that's definitely the way I'd go when coding
 such portals - and at
 least it really looks like that's how they've done
 it, once again
 watching the trailer. :

 So far I guess the Portal team didn't have to modify
 the engine itself a
 lot. The hardest things to do IMO probably were
 making the player see
 his player model when looking through the portals,
 making entities not
 collied with the wall when going through portals and
 adjusting some
 viewangle stuff.

 - amogan

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