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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...
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.
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).