JynxDaddy Posted February 14, 2006 Report Posted February 14, 2006 I was playing some good old Ocarina of Time, and I went down that corridor in the forest temple and twists as you go down it. How the hell did they do that? Is it a simple trick that could be pulled off in the HL engine or Source, or is it some specially coded thing Nintendo put it because they are awesome! Quote
rhaz Posted February 14, 2006 Report Posted February 14, 2006 If someone managed to emulate that effect in a map, it would be incredibly leet. Quote
rockdude86 Posted February 14, 2006 Report Posted February 14, 2006 i dunno how it looks like but if they can do it so can we so if you put up some pics of it maybe someone will make it... 2 bad i dont have time for it myself i always like a nice geometry challenge Quote
skdr Posted February 14, 2006 Report Posted February 14, 2006 i dunno how it looks like but if they can do it so can we so if you put up some pics of it maybe someone will make it... 2 bad i dont have time for it myself i always like a nice geometry challenge Haha you have no idea what you're talking about. If you haven't seen the effect ingame, don't say you can do it with advanced geometry, because you cant. There must be somekind of "shader" trick or something behind this. Could be interesting to try it it with Source if you get the basic idea how it is done. Quote
Kosmo Posted February 14, 2006 Report Posted February 14, 2006 Awww... I don't know what the twist is, I own the Ocarina o' Time, but haven't played it But just a quickie question, if you have played Serious Sam, there is few maps where you are in a big pipe of sorts, and you can run along the walls like the whole surface had gravity, that was some awesome shit, shooting mobs in the ceiling and then running up to them. Would that be doable in Source? It would rock some socks off. Quote
insta Posted February 14, 2006 Report Posted February 14, 2006 Not unless you code it in. Sin had something similar as well, and Prey has wall-walking and such in it, as shown in the videos. Quote
RD Posted February 14, 2006 Report Posted February 14, 2006 i forgot, what was the twist thing? Quote
Pericolos0 Posted February 14, 2006 Report Posted February 14, 2006 psychonauts has it too, but i don't think source has (it would be interesting to do stuff with the gravity gun in such a situation though) Quote
GrayFox Posted February 14, 2006 Report Posted February 14, 2006 i forgot, what was the twist thing? In some areas you can for example shoot a button and a corridor will twist around. When you come to the room in the other end you end up on its ceiling. Quote
rockdude86 Posted February 14, 2006 Report Posted February 14, 2006 i dunno how it looks like but if they can do it so can we so if you put up some pics of it maybe someone will make it... 2 bad i dont have time for it myself i always like a nice geometry challenge Haha you have no idea what you're talking about. If you haven't seen the effect ingame, don't say you can do it with advanced geometry, because you cant. There must be somekind of "shader" trick or something behind this. Could be interesting to try it it with Source if you get the basic idea how it is done. true (edit) send a mail to gary would be a nice fit for his mod :wink: Quote
Campaignjunkie Posted February 14, 2006 Report Posted February 14, 2006 Lousy screenshot quality, but it's still kind of recognizable. Ahhh, memories... Quote
JynxDaddy Posted February 15, 2006 Author Report Posted February 15, 2006 Good Idea Peri. A few platformers have great puzzles that involve a room turning upside down, a physics based one would be really interesting. And Kosmo, go play the game now, best game ever made imo. Hmm so no one knows how it is done so far I need to know! It's driving me nuts. It's a mystery? Quote
ginsengavenger Posted February 15, 2006 Report Posted February 15, 2006 You could conceivably fake it by building a corridor which would rotate in increments as you walked through a long row of triggers ||||||||||||||||||||||||||||||||||||||||| but it would be a real pain in the ass and would probably look pretty choppy depending on how many triggers you built. You'd also probably want to move a clipping box along with the player so he couldn't turn around, or else you get into some really muddy territory with him going back the other way but the corridor keeps turning the wrong direction; deactivating or repurposing the triggers to turn it the other direction, ugh..... I wouldn't even attempt it that way, just a way of halfassing it without coder support. Oh yeah and no way could this ever work in multiplayer without being coded into the mod. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.