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https://github.com/mwpenny/portal64-still-alive.git
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8b69564561
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@ -1268,4 +1268,10 @@ materials:
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gSPGeometryMode:
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clear: [G_LIGHTING]
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gDPSetCycleType: G_CYC_1CYCLE
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# Portal surfaces are defined by level geometry, which requires a material.
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# This material exists to create invisible portal surfaces. For example, to
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# place portals over other, more complex geometry.
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transparent_portal_surface:
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gSPGeometryMode:
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set: [G_CULL_BACK, G_CULL_FRONT]
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@ -31,7 +31,7 @@ cutscenes:
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- goto pit_loop
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CHECK_STAIRS:
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- label stair_loop
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- wait_for_signal should_raise_stairs
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- wait_for_signal should_raise_stairs 5
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- play_animation stairs stairs_ascend
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- wait_for_animation stairs
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- delay 2
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@ -1,7 +1,6 @@
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# @static
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Static level geometry. Used to generate level mesh and portal surface
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data.
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Static level geometry. Used to generate level mesh and portal surface data.
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## Name structure
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@ -39,10 +38,13 @@ surfaces are portalable. The following material names allow portals to be placed
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* `concrete_modular_wall001d`
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* `concrete_modular_ceiling001a`
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* `concrete_modular_floor001a`
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* `transparent_portal_surface`
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This behavior can be overridden by using the `no_portals` argument. To accept
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portals, the geometry must also have a coplanar static collision object or be
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animated by a [bone](./anim.md) that also animates a dynamic collision object.
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portals, the geometry must also have associated collision so that it can be hit.
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This can be done by placing a coplanar static collision object or through
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animation with a [bone](./anim.md) that also animates a dynamic collision
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object.
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A mesh's UV coordinates are only used if its material does not have the
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`tileSizeS` and `tileSizeT` properties in its YAML definition. Otherwise, the
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@ -16,6 +16,7 @@ local portalable_surfaces = {
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concrete_modular_wall001d = true,
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concrete_modular_ceiling001a = true,
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concrete_modular_floor001a = true,
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transparent_portal_surface = true,
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}
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local signal_elements = {}
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