Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula
Urby, do you see these airlocks as being pre-existing? Like, do you think they should be built into the architecture, or are they just... I dunno.As per my above screenshot, I'm playing with the idea that the structures would have been put in place by a previous expedition team. They're essentially prefabricated, flat-packed chambers. You set one up, hit the power and generate a portal that takes you to a new dimension. The process duplicates the chamber at the point of arrival. In my case, burned into the wall of a bathroom.
I have a big problem with scope controlJust right-click to zoom in and right click again to zoom out.
In my case, burned into the wall of a bathroom.I've been brainstorming ideas for my map and I had a similar idea in mind, that the airlock chambers just sort of obliterate whatever is in the way when it materializes.
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?Do whatever you like outside of the 1024 cube, as long as the player is always enclosed in it.
Are we allowed to put monsters outside of the 1024^3 cube for teleporting in later?Of course because outside part doesn't see playable space-room 1024Â³. Like just it is "hidden". Like Twhl-Tower
With TWHL Pockets, you can essentially put anything you want in your map, but the playable area must fit within a 1024 unit cube (with allowances for walking along the surface of the uppermost brush)You mean example outside of 1024x1024x1024: monster comes from hidden room like teleport or falling down or built-in windows like Twhl Tower?
How about falling off of the level? Are we permitted falling time out of the cube to throw in a fade or whatever?Yeah you're right because it is "fade out" and "load to saved location". Like Half-Life after long pipelines and rockface with small way - if player falls than load to saved location.
Can the 1024Â³ cube be moved around, like a platform that confines the player's movement to it?I hadn't considered that... I guess it's technically fine.
Urby: If you want to prevent the blurring on those poster textures, you'll want to round up the dimensions of the textures.Huh, I did not know that. I'll look into it, thanks!
Odd multiples of 16 get blurred terribly in Steam Half-Life. 96x96 dimension textures look absolutely dreadful in game, so I round up to 128x128.
Urby: I didn't mean downscale it necessarily.Perhaps not, but it still looks better than having non-power-of-2 dimensions. Thank you for making me aware of this... limitation