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>> No.4780973 [View]
File: 57 KB, 1018x761, Untitled.png [View same] [iqdb] [saucenao] [google]
4780973

>>4780959
>Personally I remember Duke having RoR for example the submarine when you escape from prison you can walk on top of it under it and inside of it.

That's not RoR, not the RoR that Blood or SW can do. That example is a 'hack': a first water sector teleports you somewhere else underwater; and then a 2nd water sector teleports you to yet another place, the inside of the sub.
In this case, pic related, the 3 places aren't in the same X/Y coordinates, but they could very well be as long as you don't see 2 sectors which share the same X/Y coordinates at the same time, and this case you don't (the water sectors are two sectors), so they could very well be.

>>4780965
>Portals also let you look into rooms which aren't physically there. As in they have different x and y coordinates but it's rendered as if it's there when looking through a portal. Then when you pass through the portal the player is teleported to a different place.

No, again, DN3D doesn't have this! Every single wall (with a sector behind) is a portal, that's just how the renderer works, but people confuse 'portal' and 'portal'. The mapper did not manually place a 'portal effect' in the cinema room of Hollywood Holocaust or anywhere else in the game. The majority of sector over sector effects in Blood/SW don't either, they only need to when they want the player to see 2 sectors on the same X/Y coordinates at the same time.
Read this, part 2 of 4
http://fabiensanglard.net/duke3d/index.php

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