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Re: Dungeon Transitions

Posted: Mon Mar 02, 2015 3:11 pm
by sajon
Isaac wrote:
sajon wrote:Yeah my fist thought was to do a screen shot of the area and just texture a fake model with it, but i had to many transitions to do that. It might work for a portal. sort of like what Isaac said.

I think Portals by design, are to be mysterious; but for a permanent portal. I think, take a screen shot of the area save it as a .dds and texture you portal with it throw some effects on it an you have a working static portal. Do that for both side and you have a 2-way portal. but that is a lot of work if you have 10-20 transitions per level.
You might be able to make one custom portal model, and change (screenshot) materials via script.

I think it would work but very cumbersome process to load the game take screen shot then convert to a mat i could see for few transition but for 10 - 20 lots of work. but should be doable...

Re: Dungeon Transitions

Posted: Mon Mar 02, 2015 6:18 pm
by Isaac
sajon wrote:I think it would work but very cumbersome process to load the game take screen shot then convert to a mat i could see for few transition but for 10 - 20 lots of work. but should be doable...
Another alternative would be to make the portal opaque, but interactive [clickable]; and offer the player the option to peer into the portal. Then transition to a custom camera with texture and particle decorations, and the option to step into the portal. One could even play a brief video as a cloudy effect that diminishes to reveal the custom camera.

Re: Dungeon Transitions

Posted: Mon Mar 02, 2015 11:34 pm
by sajon
Isaac,

Could you point me to a post on how to implement a custom camera.
I would like to learn how to work with them.

TIA
Sajon

Re: Dungeon Transitions

Posted: Tue Mar 03, 2015 12:35 am
by Grimfan
This looks highly promising sajon. More ways of transitioning between levels is always welcome. Keep up the good work. :)

Re: Dungeon Transitions

Posted: Tue Mar 03, 2015 3:53 am
by minmay
sajon wrote:Could you point me to a post on how to implement a custom camera.
Step 1. have an object with a CameraComponent.
Step 2. call GameMode.setCamera([object]), where [object] is the id of the object with a CameraComponent.
The camera will then take on the position and rotation of said object.
To return to the default party camera, call GameMode.setCamera(nil).

Re: Dungeon Transitions

Posted: Tue Mar 03, 2015 6:54 am
by Isaac
sajon wrote:Isaac,

Could you point me to a post on how to implement a custom camera.
I would like to learn how to work with them.

TIA
Sajon
There is also a very impressive camera demo found here: viewtopic.php?f=22&t=8494

Re: Dungeon Transitions

Posted: Tue Mar 03, 2015 8:29 am
by Eleven Warrior
Hi Skuggs is it possible to share those Exits sets sounds cool mate :)

Re: Dungeon Transitions

Posted: Wed Apr 01, 2015 12:55 pm
by Granamir
Hi,
is it possible to ask you sajon, or anyone, for a specific exit?

Re: Dungeon Transitions

Posted: Wed Apr 01, 2015 1:57 pm
by Isaac
Granamir wrote:Hi,
is it possible to ask you sajon, or anyone, for a specific exit?
What kind?

Re: Dungeon Transitions

Posted: Wed Apr 01, 2015 2:42 pm
by Granamir
i need a rock pier in lava field
in case, i'll give u an editor file with a map exactly like i need