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Chamber Exteriors (Bottomless Pits / 3d Skyboxes) #3891

@Konclan

Description

@Konclan

The chamber exterior system is going to replace the old 3D skyboxes and bottomless pits. The aim is to build a map around the PeTI chamber for BTS or Old Aperture enrichment spheres. This is a long list of features that this system needs to have.

Chamber exteriors are not currently being worked on, but are planned for the future.

List is a WIP and subject to change

  • Generate realistic supports
    • Add a SupportChance value, specifying how common supports will be
    • When placing wall edges, check supportChance and add the origin to a set
    • Corners and pillar sections always have supports
    • Triple pieces have the support on the adjacient tile.
    • Generate 1 support per block, facing random direction
  • Background elements
    • Partition the map area into a 512 grid. Extend down an additional 6 spaces, sideways and up 2 (based on how large the map is.)
    • Invalidate each grid section which is occupied by a brush.
    • Also invalidate any pos occupied by an instance - ambient lights are placed every 512 units, so interior blocks aren't occupied
    • Now start placing instances (in skybox) to fill grid sections - BackgroundChance /100 if a space is filled
    • Instances might also occupy a region below - loop from top to bottom when placing, so they don't overlap - need to define for each file their height.
  • Wiring
    • Choose a random pit side (WireChance /100 per each side )
    • Move in the direction of the normal (up to 2048 or so units) looking for the opposite pit brush
    • Choose z-heights for both brushes (some distance below )
    • For both brushes, check if they have a support
      • If so rope position is the center, ±32
    • Otherwise look back 1 512 grid space, to find grid instance
      • If found rope position is ±200 units from center of support, otherwise abort adding rope at these pos.
    • Place move_rope and keyframe_rope, add keyvalues to position. Width range configurable. Slack = dist between + random slack value (configurable max/min)
  • Vactube generation
  • Catwalk generation
  • Support system generation
  • Entrance and Exit elevator placement systems
  • Exterior paneling system to make the outsides of chambers look nicer
  • Dynamic nodraw system to cull faces that can't be seen by the player
  • Dynamic item extensions (vactubes that lead to droppers, etc)
  • Extended random tiles below chamber (like in mel)

Clean

  • A chamber warehouse filled with other test chambers, vactubes, and catwalks

Overgrown

  • Everything outside the chamber isn't powered. Only lights should be sunlight from above the chamber.

Wheatley

  • As seen during the funnel ride to whealtey boss fight

Portal 1

  • A mostly open pit with an orange glow of heat emanating from below with occasional vactubes and pipes around the place.

Old Aperture

  • An enrichment sphere filled with scaffolds, stadium lights, pipes, and themed bts elements depending on the style.
  • An open enrichment sphere showing bts outside like a large fan or more enrichment spheres

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    EnhancementImprovement or tweak to the modLong-TermThis will be slowly implemented across multiple updates

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