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