Non-Euclidean Level Design in EP 2/Source 2013?

Any aspects of level design for the Source engine.

Non-Euclidean Level Design in EP 2/Source 2013?

Postby Toyoka on Wed Aug 14, 2013 5:29 pm

Hello there! I am currently in the midst of mapping for a personal project and was wondering if it is possible to create non-euclidean levels with the new 2013 SDK update? Since (as far as I know) the 2013 update doesn't contain portal/portal 2 content/entities, I'm guessing this is not possible without programming in the specific portal entity or mounting the portal/portal2 content. If that is the case, is there a solution to this (ie. either mounting the content or programming the entity) somewhere; perhaps a tutorial? Many thanks!
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Re: Non-Euclidean Level Design in EP 2/Source 2013?

Postby Hollow on Wed Aug 14, 2013 7:21 pm

Are you on about the use of world portal entities? Has the ability to a make tardis like rooms, and general mind-fuckery of spatial awareness. I never messed about with them myself but I knew they were just a simple brush volume. It should still be accessible in the portal 2 authoring tools, but for usage outside of P2, my best bet is looking through the alien swarm code as it's mostly based off the same base afaik. If you can track down the functionality, I'm sure there would be a way to copy that over to your mod.

I ain't not programmer-man, so it's probably best to seek an answer off someone more qualified in that department (Gary, Stoop, Z@C I summon you!)
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Re: Non-Euclidean Level Design in EP 2/Source 2013?

Postby Toyoka on Wed Aug 14, 2013 8:09 pm

Hm.. Indeed. I searched around after posting the thread and have come to the conclusion that I would need the portal 2 source code to be able to pull this off (which obviously is not available). The Alien Swarm code does not have link_portal_door which is the entity I was looking to use. Unfortunately, mounting the Portal 2 content does not give access to this entity either so I guess I will have to settle for using a different method of faking non-euclidean levels or wait for a release of the portal 2 code. What I was/am attempting to accomplish are transitions from different landscapes while the player is moving within a vehicle entity.

I figure I can just have flashes of white/black, have the screen shake, or block off vision from the landscape between transitions (which in this case will be teleports, I guess), though it would have been best if I could pull off the portal-like transitions. Anyways, thanks for the response!
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Re: Non-Euclidean Level Design in EP 2/Source 2013?

Postby kraid on Wed Aug 14, 2013 9:34 pm

I remember a source mod that had portals even before Portal was released.
It was called Exite.
Goldeneye Source v4.2.3
get it now and play for FREE!!!
http://www.goldeneyesource.net
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Re: Non-Euclidean Level Design in EP 2/Source 2013?

Postby Botolf on Thu Aug 15, 2013 6:00 am

You could cheat the effect somewhat by using render textures (cameras, materials, etc) and teleport volumes, though that's far from being as clean as a linked_portal_door.
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Re: Non-Euclidean Level Design in EP 2/Source 2013?

Postby Armageddon on Thu Aug 15, 2013 6:24 am

It's not possible at all in any non-Portal 2 engine game, stick to fading the screen.
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