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New portal

PostPosted: 24 Jun 2014, 21:46
by Danimal
This is basically the final mesh, i applied some blender material to make it easier to see, but a proper texture will come soon. It would be cool to add particles at the bottom of the "well" so it has a more magical-like looks. Its pretty simple with only 1500 polis, What do you guys think?

Re: New portal

PostPosted: 25 Jun 2014, 00:02
by Bertram
Looks good, but do you think you could add something on the center so that when a creature spawns, some animation there makes more lively?

Re: New portal

PostPosted: 25 Jun 2014, 09:18
by Danimal
this is the concept i found and based it of, it even has the places to show team colors (triangular thingies), i would like to have that same particles effect in the middle, but in deffect of those is could reuse the vortex texture the current portal uses in there (be at the bottom or between the pillars), another option is to apply the vortex texture to a plane and animte the plane to tilt and rotate like a galaxy in space.

Mcmic i think you tried applying particles before to level up´s, can they be made a formal resident of the portal?

Re: New portal

PostPosted: 25 Jun 2014, 09:55
by charlie
Maybe you could have some steps emerging out of the floor-stuff. and creatures could 'emerge' out of the portal walking up the steps. It'd be a nice cheap effect as they simply walk up the steps (i.e. walk animation plus move diagonally up) and come out of whatever-the-floor-is.

Re: New portal

PostPosted: 25 Jun 2014, 17:18
by MCMic
I like the idea of creatures comming from downstairs (hell).
I never used particles, I tried using a glowing effect and failed.

Re: New portal

PostPosted: 25 Jun 2014, 20:47
by Danimal
I can add the stairs, but sadly when creatures are created in the portal they a have a T pose and an above ground position (initialization of a new creature instace by code), hence why i wanted a magical effect, we barely have basic animations on a few models so creating that one on all models is out of the question. Not counting that there must be some kind of tile below the model, as far as i know its imposible to place a "hole" in the map floor limiting the stair to just a few steps.

Re: New portal

PostPosted: 25 Jun 2014, 23:57
by hwoarangmy
The portal looks nice :)
It could be cool to have animations (when creatures come in/out and from time to time)

Re: New portal

PostPosted: 26 Jun 2014, 00:08
by Dm3d
Looks great!

the stairs could solve the T pose problem (being spawned underground and out of sight) and I'm assuming they spawn above ground because it's been coded that way( spawn to X tile's position)? could the "y"/"up axis" variable be modified? as for the hole where the stairs should go, maybe "hide" tile under the portal. that way the tile would still be there, but it's 3d model wouldn't clip through the stairway's model.

Re: New portal

PostPosted: 26 Jun 2014, 08:58
by Bertram
Dm3d {l Wrote}:( spawn to X tile's position)? could the "y"/"up axis" variable be modified?

Yep, I'm sure that can be done.

Re: New portal

PostPosted: 26 Jun 2014, 12:18
by Danimal
This are the two options i can think of:

- Magical portal (easy to do)
- Stairs from bellow (has the issue of the lower floor tiles covering anything below ground, the base needs a lot of heigth for that, being also a problem creatures only walk on floor tiles, so they will just walk trough the geometry)

the stairs idea is cool but has too many implementations problems in my opinion.
We could also try to fake the stairs with a texture, but that sounds and will probably look bad.

Re: New portal

PostPosted: 26 Jun 2014, 12:57
by Bertram
From what I understand and the points you've raised, changing the portal shape but keeping the vortex sounds like the easiest and smartest way to me.

Regards,

Re: New portal

PostPosted: 02 Aug 2014, 20:30
by Danimal
My version is still pending (i bit too much) and waiting until i finish with the rooms models, but i found models that could very well serve as heroes portals:

http://opengameart.org/content/50-fanta ... set-models

The red one and the roofless one from the 3 blue; with a bit or remodelling they could look great :)

Re: New portal

PostPosted: 05 Aug 2014, 08:34
by Bertram
Cool, :)

Re: New portal

PostPosted: 14 Nov 2014, 17:36
by Danimal
portal coming next, can i just built the structure and forget about the tiles (just like the builder trap?)

Re: New portal

PostPosted: 14 Nov 2014, 21:02
by Bertram
I think there should be no problems.
We have this issue to fix in regard to this point, btw: https://github.com/OpenDungeons/OpenDungeons/issues/277

Best regards,

Re: New portal

PostPosted: 14 Nov 2014, 21:03
by Bertram
Ah, make me think, do you want to keep the old portal for, say, hero faction, for instance? Or is something else planned concerning this?

Re: New portal

PostPosted: 14 Nov 2014, 21:12
by Danimal
I wouldnt, i have plans for differet heroes portal

Re: New portal

PostPosted: 15 Nov 2014, 00:39
by Danimal
Here it is, i finally figured out how to properly use alphas, it involved hand modificating the materials and lots of pain. Now i can fix the Cave hornet. :)

Model by Danimal CC-By-SA
Texture by Yughues CC0 - http://opengameart.org/users/yughues

It has two animations:
Idle: to be looped
Triggered: when a creature appears

I also think the portal should stand alone above normal tiles like the boulder does, if thats too hard the lazy approach would be to link the tile mesh to be the claimed ground texture instead of the current chessboard pattern. Changing the name is also trivial, i will just await what you decide codewise to make more changes.

Re: New portal

PostPosted: 16 Nov 2014, 12:27
by Bertram
I added a new issue about the portal. This gonna rock :)

Also, it's cool you figured out for the cave hornet. Once we have a working example, I'll make sure to get what you meant.