Commit graph

453 commits

Author SHA1 Message Date
Matt Penny 906afdd792 Enable vertex colors for metal_modular_floor_001 and plasticwall003a 2024-08-04 09:28:16 -04:00
Matt Penny 23464eea7c Moving platforms in chamber 15 hallway 2024-07-29 22:26:51 -04:00
Matt Penny 56c14389a9 Fix graphical issues with chamber 15 rotated portals and ball trap (#73) 2024-07-26 18:48:03 -04:00
Matt Penny 4d95d53ad3 Fix floor extending under divider in chamber 15 2024-07-25 20:40:27 -04:00
Matt Penny bc13a1cc6c Fix activated ball catcher being obscured in chamber 14 2024-07-23 21:34:52 -04:00
Matt Penny 3bbb62b1c8 Fix UV map on floor in chamber 15 room 5 2024-07-13 02:17:26 -04:00
Matt Penny 71f92e21c2 Enable room 3 fizzler in chamber 15 (final fizzler)
Fling is now much easier to perform after movement physics changes.
2024-07-03 22:07:50 -04:00
Matt Penny 8276c3876b Fix chamber 15 switch room 2 wall length 2024-06-11 22:13:42 -04:00
Matt Penny 72cbe59e1b Fix chamber 15 angled wall UV rotation 2024-06-08 23:50:30 -04:00
Matt Penny 473fa00efe Enable room 7 fizzler in chamber 15
Keep last fizzler disabled until movement physics are fixed, otherwise
getting past it is quite difficult.
2024-06-08 23:23:25 -04:00
Matt Penny ae3c70750e Enable room 2 and 9 fizzlers in chamber 15
At 42/48 dynamic collision objects without portals or energy balls.
2024-06-07 00:02:03 -04:00
Matt Penny f35bf3d2a2 Enable fizzlers in first room of chamber 15
Very close to dynamic object limit
2024-05-30 00:25:19 -04:00
Matt Penny 1e8275eec3
Chamber 15 - first pass (#39) (#69)
* started on chamber 15

* fizzler width can now be scaled via blender object's scale.x

* fix fizzler rendering radius (remember, fizzlers are per default 2x2, still their internal width height was 1x1?)

* chamber 15 first room functionally complete

* chamber 15: first room decor

* finished first room of chamber 15

* test chamber 15 second room WIP

* chamber15 hallway from room 2 to room 3 (WIP) and more progress on room 2

* test chamber 15: added observation room to room2, added voice lines add the beginning

* test chamber 15: finishing room 2

* enable "new game" menu entry for chamber 15 & boot into the intro menu again instead of straight into chamber 15

* Start on shamber 15 hazard hallway

Hallway is modeled with collision. No platforms.

* Decals and platform + light cutouts for chamber 15 hazard hallway

* Animate one moving platform in chamber 15 hazard hallway

This one animation is ~19 KB. Look at optimizing.

* Add material for water hazard wall

* Use water hazard wall material in chamber 15

* Start modelling final room of chamber 15

* Chamber 15 final room - side rooms

* Chamber 15 final room - pistons and exit

* Chamber 15 final room - observation room

* Chamber 15 final room - ball launcher and catcher

* Chamber 15 final room - ball trap and indicator lights

* Chamber 15 final room - ball trap doors

* Chamber 15 final room - collision

* Chamber 15 final room - animations and triggers

* Chamber 15 - escape hatch

* Chamber 15 - finish final room

* Chamber 15 - start on room 3

* Chamber 15 - main room 3 layout and collision

* Fix UV translation

Do not translate minimum coordinates, otherwise the translation will be
cancelled out.

* Chamber 15 - room 3 stair room

* Chamber 15 - room 3 dividers and ball launcher/catcher

* Chamber 15 - room 3 finishing touches

* Observation room decor
* Triggers
* Indicator lights
* Decals

* Chamber 15 - merge beginning and end

* Chamber 15 - fix room boundaries

---------

Co-authored-by: Deconimus <pascal.sielski@gmx.de>
Co-authored-by: Deconimus <Deconimus@users.noreply.github.com>
2024-05-28 01:53:02 -04:00
Matt Penny 1f2258f86c Add plastic/plasticwall004a material 2024-05-08 21:20:36 -04:00
Matt Penny 3270d0a9ad Add material for Aperture decal 2024-05-08 21:13:58 -04:00
Matt Penny 65daf71fa9 Do not use absolute library paths in chamber 14 2024-05-05 18:34:16 -04:00
Matt Penny efb3f8da65 Detach door_02 frame from model
Door without frame is needed for chamber 15
2024-05-02 23:21:20 -04:00
Matt Penny ad6b32d022 Fix indicator light UVs in chamber 14
Strip near button was slightly stretched
2024-04-30 22:42:49 -04:00
Matt Penny e1ba9f20ef Properly mirror door textures in Blender
Matches in-game appearance
2024-04-30 22:39:21 -04:00
Matt Penny 9401198969 Use water hazard wall material in relevant chambers 2024-04-11 20:55:38 -04:00
Matt Penny 685f818114 Add material for water hazard wall 2024-04-11 19:55:34 -04:00
Matt Penny e81fa6f28a Extend, do not repeat plastic/plasticwall003a material
Reflect what the material actually looks like in-game
2024-04-01 17:31:15 -04:00
Matt Penny 3d5ede0e2e Revert "Add plastic/plasticwall003a material to materials.blend"
This reverts commit 0ddb70f8e6.
2024-04-01 16:58:15 -04:00
Matt Penny e6447819fa Add some missing collision to chamber 14 2024-03-29 02:44:17 -04:00
Matt Penny 08db90d929 Chamber 14 lighting 2024-03-29 00:55:11 -04:00
Matt Penny 0ddb70f8e6 Add plastic/plasticwall003a material to materials.blend 2024-03-29 00:55:03 -04:00
Matt Penny 32f430fcab Fix chamber 14 room boundaries 2024-03-28 01:08:31 -04:00
Matt Penny 65120989ed Debounce chamber 14 stair raise signal
When loading a save file, the cube_retrieved signal is not immediately
set, which causes the stairs to raise.

Require the signal to be set for a few frames to avoid this.
2024-03-28 01:08:29 -04:00
Matt Penny 7dcd6432ec Show pit beneath chamber 14 stairs
A transparent portal surface allows portalability when the stairs are
lowered while not blocking visibility when they are raised.

During the descent, animated collisionless floor geometry is used as
cover so the real stairs can be moved out of the way.
2024-03-28 01:08:25 -04:00
Matt Penny 5603a1a23f Add material for transparent portal surfaces 2024-03-27 23:37:22 -04:00
Matt Penny 2f5a377b7f Add decals, observation room decor, and indicator lights to chamber 14 2024-03-23 22:43:24 -04:00
Matt Penny fb4fe2a251 Add autosave and water death triggers to chamber 14 2024-03-23 19:02:54 -04:00
Matt Penny 3c3f79a839 Prevent platform in chamber 11 from closing portal 2024-03-23 18:45:29 -04:00
Matt Penny 686fb284b6 Chamber 9 level object reorganization
No changes to the level itself
2024-03-22 20:27:41 -04:00
Matt Penny fb418a9816 Add autosaves to chambers 11 and 12 2024-03-22 20:23:03 -04:00
Matt Penny 8b4a128756 For all chambers, start ambient sound at elevator 2024-03-22 20:10:07 -04:00
Matt Penny b4e65fc4d2 Start chamber 14 ambience in elevator 2024-03-22 18:53:39 -04:00
Matt Penny 4109701d66 Merge branch 'master' into ambience-sound-1 2024-03-22 18:37:48 -04:00
Matt Penny eaf1a3012d Finalize chamber 14 stairs first iteration
Next iteration will focus on making the pit beneath the stairs visible
while ideally allowing portals to be placed during the descend
animation.

Ideas include a transparent portal surface with either separately
animated step collision (to hide it beneath the level) or an animated
piece of floor geometry to act as a cover.
2024-03-20 22:16:09 -04:00
Matt Penny 8e6a854b8a Portal placement on descended chamber 14 stairs
This is currently implemented by having the stairs simply descend
beneath the floor. The floor cannot disappear/reappear dynamically until
issue #40 is fixed and portals work properly on dynamic collision. For now,
the behind-the-scenes pit is not shown as a result.

To do:
* Investigate engine optimization opportunities
* Reduce static element count if proven to be necessary
* Look into other ways to handle the floor
2024-03-16 19:22:41 -04:00
Matt Penny ef5b032fc6 Add sound to chamber 14 stair animations 2024-03-11 21:25:49 -04:00
Matt Penny 020b181499 Animate chamber 14 stairs
Added ascend/descend animation, triggers, and dynamic collision.

Next steps:
* Simplify collision (currently quite expensive)
* Destroy portals during ascend animation
2024-03-11 19:38:53 -04:00
Matt Penny b2aa24724e Beginnings of chamber 14 stairs
Created steps, pit, static collision, and armature.

Still need to:
* Create proper animation
* Add triggers
* Convert static collision to dynamic
* Make portals work
2024-03-05 23:40:50 -05:00
Matt Penny e2b3fcdd8d Prevent placing portals under test elements in chambers 11, 12, and 14
The following static geometry was previously not marked with `no_portals`:

* Walls behind ball launcher and catcher in chamber 11
* Floor beneath button in chamber 12
* Wall behind ball launcher in chamber 14
2024-03-02 22:33:01 -05:00
Matt Penny 74ba106faf Save test chambers in Blender 3.6 2024-03-02 15:40:03 -05:00
Deconimus 984dd65d2c fix fizzler optional signals generating unnecessary signals.
in test_chamber blender files, renamed @fizzler objects to not cause generation of unused signals.
removed "parse_trigger_signal" in trigger.lua, added "optional_signal_index_for_name", which is used for both trigger signals and fizzler signals.
added check in fizzler.c if signal is -1
2024-03-02 03:19:44 +01:00
Deconimus 59cdb047ec Merge branch 'master' into bug_13_fizzler_voice_lines 2024-03-02 02:23:25 +01:00
Matt Penny 5e70af8e82
Merge pull request #15 from Deconimus/chamber14_trapped_check
Chamber14 trapped check
2024-03-01 09:08:36 -05:00
hackgrid 41eb36c82d
fix ambience sound est_chamber_09 2024-03-01 14:06:53 +01:00
hackgrid 21362ed407
add ambience sound to test_chamber_09 2024-03-01 13:07:01 +01:00