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FPSC Classic Product Chat / Unreal engine Warp Zone for FPSC

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fallen one
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Posted: 15th Sep 2008 14:37 Edited at: 15th Sep 2008 14:39
Unreal engine Warp Zone, is this possible in FPSC.

Ill add a description.

Warp Zone: In Unreal, where crossing a zone portal takes you somewhere else. Unlike a teleporter, you can see through a warp zone portal into another area as if it were adjoining.

And another

A Warp Zone is a zone that behaves in a very similar manner to a teleporter. The big difference between the two is that you can see through a warp zone to the other side. This enables sections of a level to be seamlessly joined together even though they are separated in space (or disjoint).

Picture





puppyofkosh
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Posted: 15th Sep 2008 15:14
Wow, that would be pretty cool. But would you need a second camera to see through to the other world? So that would mean you need a mod, I think, but I don't really know.
GP PrOdUcTiOnS
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Posted: 15th Sep 2008 18:57
what you could do is take a screen of the other world and then place it in the box, then make a balck texture for a telloport (black doesnt show up in FPSC) and put it right in from of the box (the telleport in front of the box would take you to this new world. It should work? Man I amaze my self somtimes .

fallen one
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Posted: 15th Sep 2008 19:26
That wouldnt work, the screenshot of the inside of the room would look like what it is, a 2d image pasted in a room, or in the doorway, also if this was in MP, people would see you disapear, also the 2d tex and the view in the room when teleported would not match.

Cyborg ART
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Posted: 15th Sep 2008 21:06
Its a tricky one. But it would be a cool effect.


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maikyy
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Posted: 15th Sep 2008 22:34
so you mean the effect what you see in portal?,
that's pretty cool if it works

sorry for my bad english (i am dutch)
Aertic
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Posted: 15th Sep 2008 23:15
Cool, its possible.
take a image of the end warp, and blur it alot, then post a no-collide plane at the portal..
should work maybe?
I dunno, I'll get it into testing tommorow.


[B]"Your greatest teacher is your harshest critic"-Butterfingers[/b]
Plystire
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Posted: 16th Sep 2008 05:53
I think we're missing something here:

Q. What happens when you look through a "portal" from different angles?

A. The "texture" looks different, because you're looking at a different spot in the "other room".



Now, I don't know if the Topic Creator wants a picture perfect recreation of this Warp Zone... but if he doesn't then I suggest using one of the proposed ideas. Just remember that the closer you get to the texture, the uglier it will appear.


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fallen one
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Posted: 16th Sep 2008 14:37
I think some are missing what happens with a warp zone, in the unreal engine you can look at a warp zone from any angle, you can shoot at people inside it, in the picture example it substitutes the inside of the box for the round room, its not an effect or optical trick.

Cyborg ART
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Posted: 16th Sep 2008 16:37
Maybe something for a future mod?


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xyzz1233
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Posted: 16th Sep 2008 22:59
@ Fallen One:
It messes with cameras and the portal system, then.

This doesn't sound like something possible in DBP...

Airslide
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Posted: 18th Sep 2008 03:27
Possible in DBP, but would take a lot of work. Probably wouldn't work well in FPSC. I'd require a separate camera to render the other room (and at the proper angle/position), and raycats (bullets) shot into the room would have to be repeated inside the room...

fallen one
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Posted: 18th Sep 2008 14:35
The benefit of this is that one can use the warpzones so one can go into buildings that are entities, also one can also make the grid space bigger, so if one wanted to go beyound the 40 100 units, one just sticks a warpzone at the end, it can also be used for special effects, like coming back in on ones self, also defying gravity, Ill dig out more info on these and what was done with them.

CoffeeGrunt
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Posted: 18th Sep 2008 20:44
The frame drop would be immense, not gonna happen mate, sorry.....

Deathead
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Posted: 18th Sep 2008 21:32
Quote: "The frame drop would be immense, not gonna happen mate, sorry....."

I find it funny how FPSCreator can't handle it, though if you was using a engine like quake 1 engine or Goldsrc it would work.lol And no immense frame drop.


"Your greatest teacher is your harshest critic"-Butterfingers
fallen one
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Posted: 18th Sep 2008 22:03
frame rate wouldnt drop, you are not going beyond the 40x40 grid, it just looks like you do, You have to play unreal and a map that uses warpzones as I think a lot of the readers here will be getting confused as what they are. Ill post a link to a description when I get time.

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