#Thread

1 messages · Page 1 of 1 (latest)

tulip yarrow
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That looks really nice!

gaunt ferry
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part of an addon that adds a laundry list of improvements to the tardis addon

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BUT this feature won't make it in

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it doesnt fucking work because projected textures don't update outside of the player's FOV

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this video is faked by placing the exterior in front of the invisible interior in the skybox

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to force the projected texture to update

tulip yarrow
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I think you're also running into a minor issue where the viewmodel sees the portal plane as solid

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This portal mod has some kind of traceline detour that it uses to fix that

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It might be helpful to you

gaunt ferry
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uuuh what do you mean with solid?

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or rather

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what is the actual issue

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i might be blind to it because i've been working with this for so many months straight

tulip yarrow
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Look at what happens to the viewmodel right here

fluid thunder
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the sway messing up from your eye angles changing

tulip yarrow
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Pretty sure there's a trace coming from the camera straight forward towards your crosshair and the distance of that trace is used to move the viewmodel to simulate moving the viewmodel out of the way of an obstacle

gaunt ferry
fluid thunder
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seamless portals breaks my weapon base's positioning and view bob >:(

gaunt ferry
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how??

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shouldnt it be.. self contained?

fluid thunder
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yes, but seamless portals doesn't call the weapon's CalcViewModelView in their hook

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as sandbox/base gm does

gaunt ferry
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im not sure if the tardis addon does but chances are it might

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it's been around for like 10 years so every issue under the sun has been reported

marble harness
gaunt ferry
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hnng i've tried pvs before... it doesn't seem to affect projected textures

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like i place a pvs into the interior position using AddOriginToPVS or what the exact name was

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and it doesn't fix the issue

gaunt ferry
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tried it AGAIN for like the 5th time and still the same result @marble harness

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i really think projected textures are not affected by PVS

marble harness
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I wanna fix this! Ok, is the view point on the world level inside the booth? It seems to me that maybe the light is outside the map so to speak.

gaunt ferry
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the interior entity is placed somewhere in the skybox, to minimize the chance of anyone colliding with it

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that means 90% of the time it will be out of any player's field of view

marble harness
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Gotcha, you might need a little more space to source the light.

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The fragment shader won’t catch the same lamp twice in two locations. You need to make two.

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Then, it should work but I know the light duplication will have to be made implying the PVS is at both the the EyePos and the skybox room.

gaunt ferry
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i dont really get any of that... you mean i should make a copy of that projected texture and place it infront of the player?

marble harness
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Outside the skybox room.

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Exactly where the local to eye and eye to local type stuff.

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It’s hard to explain but there needs to be two protected textures at the same time.

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Shadows are casted the same way which is why it relies on depth buffering.

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If you capture the portal normally, it wouldn’t capture the same depth inside its portal view.

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It would look flat like a wall.

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Best I can show you

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Assuming it’s all parallel ya kno

gaunt ferry
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i don't think i get it.. maybe i should make a doodle myself to show my setup

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okay i think this shows my setup in a clear way

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maybe you could add into it what you mean i should do

marble harness
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That’s perfect

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In theory that should 100% work

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In this situation that is what I’d go with.

gaunt ferry
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...and that's exactly my setup

marble harness
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Weird

tulip yarrow
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New idea

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The last example on the page

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Could you render the interior that way while the player is outside of it?

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It would replace a Render Target portal, visually, from the exterior

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From the interior, the exterior would still be a render target

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If you fucked up the model matrix bad enough, you might be able to get it working both directions

gaunt ferry
gaunt ferry
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oh and.. how exactly would this fix the issue of the lamp not rendering far up in the skybox?

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unless from what i can gather.. the stencil would draw the interior space physically at the exterior instead of the skybox, until you walk in?

tulip yarrow
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You would be actually rendering it the way it looks. The interior would be physically in front of the player as they walk through the threshold

gaunt ferry
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hmng im not sure if that is possible to implement.. the interior is made of a dozen entities that represent controls, props, lighting etc

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moving all of that to the exterior and keeping it parented to that is probably a nightmare in the making

tulip yarrow
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In theory you shouldn't need to move them, just alter where the rendering system considers the world origin to be

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I would highly recommend doing a small proof-of-concept to prove the idea before moving ahead with it

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But I've been able to get player flashlights working on "impossible geometry" like this

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In my case the models were positioned where they appeared to be, but I don't think that's a requirement. I think they'll work just fine with a model matrix as well

shy wagon
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@gaunt ferry out of interest how do you "turn off" the map lighting inside the tardis?

tulip yarrow
shy wagon
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it is, ya

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its a mix of c++, hlsl, and lua

gaunt ferry
shy wagon
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ah. smart

gaunt ferry
fluid thunder
gaunt ferry
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ya i've actually said that before in this thread i think