This dude is literally going to bring gmod back to life with actually useful addons. Finally something good to come to workshop instead of the 20000th dupe of fnaf
I assume you know but in case you might've forgotten, way portal 2 does it with props is to just have 2 props with the same supposed location and simply crop parts of each on each side of the portal
the problem here is that in portal 1&2 portals are bound to walls, so you can never really see what's happening on the other side of the wall, so you never see the underside of the portal, in here, the way it works right now at least, you can see the underside of the portal. so yeah you would need to crop it, and I have NO idea if it's possible or how you would do that in G-mod. I bet 10$ he will figure out a way thou, fucker made FUCKING CLOTH SIMULATION in fucking G-MOD ffs.
@@ManiakPL22 The "you can never really see what's happening on the other side of the wall" part isn't necessarily true: I can think of several instances in the game where a portal is placed on a thin enough surface that you'd technically be able to see the object clipping on the other side. Since the portals in here have an opaque backside (the metal part on the back of the surface), pulling the same technique as Portal 1 and 2 did should technically work, I think?
@@TheYoxiz There is also a big problem with this method in regards to the collision model, eg in Portal you don't care about collisions because the part you don't see is in the wall, however here you not only have to crop the models textures(which is easy) but also somehow edit the collision model(I don't think this is even possible, aside from scaling it). So you might end up with situations where you have an part of really long prop blocking your way
@@DimasDSF I don't know if it's possible in Source, but in my own games on Unity I sometimes use something I call a collision mask. When you would be colliding with the mask mesh (which is intangible), a script would set you to ignore any collision with the filtered object. Clever positioning of the mask and a simple unignored collider at the point where the object and the mask meet, and you get partially intangible objects, no mesh editing needed. In this case, the unignored collider could just be the "back of the portal" collider, which would make sense anyway. Of course, you can expect a lot of hijinks from moving the portal around with this system in place, but I'm guessing this is to be expected anyway
3:47 in Portal, if a object moves very slowly through a floor portal and out through a floor portal, the game gives the object more Velocity so that it can wobble back and forth without losing height in either of the Portals Do note: Players are objects unless stated otherwise
Source 2 right now is very raw. Also I don't think that people will leave Garry's mod just because of sandbox, gmod already has TEN YEARS of history and of course a lot of addons. Also new programming language and engine will definitely make reuploading addons to source 2 way harder
@@shawermus Still, after spending over 4000 hours mostly in sandbox, it's still a little hard to believe when someone brings out a new script that produces identical portal physics, cloth mesh, etc, because I know how finnicky the source engine can be. It surprises me greatly how it can all basically happen lerp free.
plot twist: the portals are a backrooms entity designed to keep you entertained, and when you go through enough times you will end up trapped in a void
it'd require him to figure out turning off collision for specific parts of walls, so that portals stuck against geometry don't just stop you the old portal gun mod solved this by putting the player into a fake noclip state and only enabling collision for the portal border
Nice to see another Addoneer at work. I worked a bit on similar concept a while ago and the most prominent problem I ran into is seeing the insides of a map. My idea was to instead of moving the camera to simulate illusion of a portal being a real portal is to adjust the FOV and use the offcenter property of render.RenderView, because essentialy what portal does is it clips the view frustum and let's only a part of it. The closer you are to the portal - the more view frustum is let through. It's for sure much harder and probably there's more elegant solution but I've discarded the project and now I'm working on importing VMF files to Garry's Mod.
@@Meetric1 what about making that when you are looking into portal through portal instead of not rendering portal at all it will show skybox texture? (Sorry for broken English but I have no idea how to properly say it)
The sheer amount of innovation you've been doing the past while for this game is SO goddamn impressive, I really hope this brings about a renaissance age of gmod.
Mee: Theres one thing i havent tried though. *2 seconds later at the department of time and space* Bob: its a nice da- Intercom: CLASS X REALITY ENDING SCENARIO DETECTED! CLASS X REALITY ENDING SCENARIO DETECTED!
It took em 15 years to add portals like in the portal (the game one). I once tried to make portals on E2, but I was disappointed, as it was extremely jumpy.
I can't wait for a download link! Maybe you could work with some other devs who have made Portal Gun mods and get a Portal Gun working with your seamless portal tech?
Mee did say that he won't add the mechanic to place a portal right next to a wall (like a portal gun), so the chances of getting this as a portal gun are low
(previous video) >you can't shoot yourself through the portal, it's a source thing Is it? Because using impulse 101 in portal 1 to get a gun and shooting yourself through the portal actually harms and kills you Or is that a Portal engine thing
i'm assuming this portal mod changes where your bullet lands entirely, whereas in Portal 1 it retraces the actual bullet and its effects when you hit a portal so that it can actually hurt you
Weird how someone made seamless portals in Roblox before Garry's Mod. Roblox, originally built in 2005 as basically "lego on your PC". And Garry's Mod, being a sandbox mod for HL2, a game that uses the same engine as the original Portal. I'm sorry if this seems like criticism, I'm just observing how things progressed in a way I would have never imagined in 2007.
if you can try to fix the "no skybox when looking through two portals at the same time" glitch but if im not mistaken its almost impossible/ unreasonably hard to fix for it to even be worth it and this glitch is probably why we dont get a big open area with a visible skybox in portal 1 or 2
It me as an programmer knows this. its a basic portal so you wuld create a small room with a portal (weel call the room A) and the LAARGER room (B) adn weel create an portal at the door leading to the room B
There is a portal gun swep on the workshop that works fine in singleplayer and has almost seamless transitions, might wanna check that one out I'll let you know if I find it first
Love it! I wonder how it works when placed against a wall; from what I can see, it should be nearly 1:1 compatible with a portal gun type addon if it can be placed against a wall. All the other addons I've seen either don't let you walk through the portal consistently (colliding against the wall behind it), or have a small chance to clip you inside the wall behind them instead of teleporting.
Bro you have to try out real tests of the portal paradox. (Try moving two portals towards each other with a cube in the middle.) Try moving portals in general
I remember portals from prey the original prey not the forced title by bethesda to save money on trademark on on to you Basically its common sense if you enter a small portal you exit a big portal your or any matter size will change and so in reverse