You might be able to do a really rough version of this using teleporters, but 1) it would take a lot of work to make the transitions seem natural, 2) if you're in one room that's supposed to look like another, a player in the other version on the same room can't see you.
A map that has teleports to and from an 'alternate dimension' version of the same map would be awesome, though. I wonder if you could make a CTF map with one team in one dimension, the other team in another, the flag in the center of the map and teleporters along the outside...
Re: Non-euclidean style effect
Posted: 22 Feb 2013, 06:29
by qreeves
This is mostly possible in BSP engines due to their use of Portals in visibility tests. Cube 2's octree wasn't designed for this sort of thing.
Re: Non-euclidean style effect
Posted: 22 Feb 2013, 11:15
by raiden
greaserpirate {l Wrote}:... A map that has teleports to and from an 'alternate dimension' version of the same map would be awesome, though. I wonder if you could make a CTF map with one team i n one dimension, the other team in another, the flag in the center of the map and teleporters along the outside...
I think, that it's not really necessary for RE. I know such maps from the UT series also. But a clever map maker could be able, to create the illusion of this effect in RE with the teleport entity, too. The only important point is that this map should take place in a closed area, because we can't realtime change the skybox so far as I know. The limits of the engine shouldn't stop a creative spirit in this case .
Re: Non-euclidean style effect
Posted: 22 Feb 2013, 14:50
by Sniper-Goth
greaserpirate {l Wrote}:A map that has teleports to and from an 'alternate dimension' version of the same map would be awesome, though. I wonder if you could make a CTF map with one team in one dimension, the other team in another, the flag in the center of the map and teleporters along the outside...
I have started a map of this type some time ago. But its far from finished ^^.
Here, have some shots from it
Re: Non-euclidean style effect
Posted: 24 Feb 2013, 22:07
by quintux_v
raiden {l Wrote}:because we can't realtime change the skybox so far as I know
I could be wrong, but there should be a command like /skybox (name), although you'd first need to link it to some kind of trigger.
Re: Non-euclidean style effect
Posted: 26 Feb 2013, 19:33
by restcoser
/skybox works for changing the skybox, but afaik it is only available in editmode. (?) Also that'd change the skybox for all users at once, not for one user in one "dimension".
Edit: Following is what I managed to produce in an attempt to produce such an effect. Some problems I noticed: Doesnt really work with other players. they disappear right in front of you. Maybe this could be fixed with better teleportpositioning. There is a small lag or push when teleporting, making it noticable. Is there a teleportermode that keeps your view as well as your movement direction and speed (or could it be added?) Thats why the effect gets better if you walk straight. You can parcour over the teleports right now, that could be fixed by adding more teleports. What i have to say though is that I really don't like the teleporter ( as well as the trigger) because a cubic box would work much easier (provided you can rotate and stretch it). That way it can happen that you end up in the wrong room. If you are able to see skybox material (black) or you are in the short corridor, that happened.
Edit2: Did another version, aligned the teleporters straight, although i'm not too sure if the effect is better. The version uploaded here is the first one.
Re: Non-euclidean style effect
Posted: 27 Feb 2013, 10:23
by qreeves
World variables can be modified via world aliases and triggers at any time, regardless of editmode. You can even attach an "auto link" type trigger to a "manual script" type to have it control its state.
You can't link a trigger to a trigger, at least not here. Did I do something wrong? (failed linking 18 and 17 (1)) Also, wouldn't that change the skybox for everybody or is it not synced?
Re: Non-euclidean style effect
Posted: 28 Feb 2013, 06:31
by wowie
restcoser {l Wrote}:You can't link a trigger to a trigger, at least not here. Did I do something wrong? (failed linking 18 and 17 (1)) Also, wouldn't that change the skybox for everybody or is it not synced?
Maps aren't synced. I could be playing on a completely different version of the map than you.
Re: Non-euclidean style effect
Posted: 28 Feb 2013, 08:17
by bonifarz
Right, this has been suggested the one or the other time in the past. I have experimented a bit with "smooth" teleporting, which you could also use for periodic boundary conditions (i.e. looped geometry), and I had the impression that offsets are the main difficulty: If you get in range of the teleport entity, you are moved to the center of the linked teleport and get the predefined push. I could be wrong with that, though. The consequence of that (sphere boundary --> sphere center) is that you need a dense packing of small teleport spheres to get a smooth transition. I have the feeling that for smooth teleporting it would be great to have a planar object, i.e. the surface of a "periodic image" material. But honestly, that feature request feels like a waste of developer time for a feature that is not really needed for the core mechanics of the game. Still it is interesting to reason about such things and twisted map designs
Re: Non-euclidean style effect
Posted: 28 Feb 2013, 08:46
by raiden
qreeves {l Wrote}:World variables can be modified via world aliases and triggers at any time, regardless of editmode. You can even attach an "auto link" type trigger to a "manual script" type to have it control its state.
Gives quite some ideas for mapping, but it is still not clear how to archieve the given example. I tried the skybox-trigger-stuff, but as i said, it didn't work for me. (as I couldn't link the two)
Re: Non-euclidean style effect
Posted: 28 Feb 2013, 12:22
by raiden
Did you select both triggers together by marking them? This should work. I couldn't try it out by myself until now. I would probably come into trouble in point 5), because I don't know exactly the meaning of the "?", but I'll check this later, when I should have time for it.
::edit::: The map could be like a run through the time and the portal a timegate: the second counterpart of the map could be an old and rotten world, the same, but in the postapocalyptic future - maybe .
Re: Non-euclidean style effect
Posted: 28 Feb 2013, 12:52
by qreeves
I could make a teleporter type that puts you in the exact same relative position after teleporting.
Re: Non-euclidean style effect
Posted: 28 Feb 2013, 14:05
by bonifarz
raiden {l Wrote}: I would probably come into trouble in point 5), because I don't know exactly the meaning of the "?"
?(...) is just a short form of if-then-else: if the sky is day pick night, else pick day.
qreeves {l Wrote}:I could make a teleporter type that puts you in the exact same relative position after teleporting.
That might be simple and useful, thanks for the consideration.
Re: Non-euclidean style effect
Posted: 01 Mar 2013, 00:45
by restcoser
raiden {l Wrote}:Did you select both triggers together by marking them? This should work. I couldn't try it out by myself until now.
Yes, tried it out again, still doesn't work for me. Some time ago I took a look what could be linked to what, i found some interesting ideas along the way, but I am definitly not able to link the manual trigger to the proximity trigger, although having everything done as stated. If somebody could explain it, I'd add it to the wiki (as well as some other linking-related documentation)
Re: Non-euclidean style effect
Posted: 17 Mar 2013, 17:26
by Xaran
Sniper-Goth {l Wrote}:Can this be achieved in some way, in Red Eclipse? An example from what im talking about.
The "dimensional splitting" seem like quite a stretch, but 0:50-2:08 in the second video (picking up/throwing certain mapmodels and "wall gravity") features seem reasonable. The alignment of players and certain other models to walls would be great for zero gravity maps like "Battle School" http://www.quadropolis.us/node/3460 for example.
Could those two be implemented somehow?
Re: Non-euclidean style effect
Posted: 18 Mar 2013, 19:21
by wowie
Xaran {l Wrote}:
Sniper-Goth {l Wrote}:Can this be achieved in some way, in Red Eclipse? An example from what im talking about.
The "dimensional splitting" seem like quite a stretch, but 0:50-2:08 in the second video (picking up/throwing certain mapmodels and "wall gravity") features seem reasonable. The alignment of players and certain other models to walls would be great for zero gravity maps like "Battle School" http://www.quadropolis.us/node/3460 for example.
Could those two be implemented somehow?
Short answer: No. Long answer: Gimbal lock or something like that. Someone else could probably explain it better than I could, so I'll stay quiet.