Recursive Space
Creators: Alexander Bruce
Engine: Unreal Tournament 2004
Modification: UT2K4 Level Component
Last Update: 14th July 2007
Current Status: Working. Minor fixes left.
Further Development: Improving interaction with trace weapons
Download: Not yet available
Description:
Bringing an old mechanic to a new dimension...
| Demonstration / Purpose | Problems Encountered | Setting up the Recursive World | Removing the Hall of Mirrors | Detailed Backgrounds | Working with Trace Weapons | Further Development |
Page 5 - Implementation - Detailed Backgrounds
In addition to removing artifacts that appear from decals, there's another reason why making the portals unlit is useful. Given that it's our AlphaBlack ConstantColor
texture that is dealing with our opacity and clearing up our trails, we can put whatever we want in the diffuse slot of the shader, and end up with nicer recursive
worlds.
Making the walls unlit means that we'll actually be able to see these new textures that we apply to our walls, as otherwise the portals would still be black
unless light sources within the level were affecting them. I threw together this quick example using one of the SkyRender textures so you could see the difference.
It's not perfect, but I'm sure if I gave it the time later to create custom textures for each wall it could be.

Recursive Space with Clouds
The only thing I've been unable to get working even with this method was the SkyBox, as it doesn't really make sense to have a surface that's both a Portal and a
Fake Backdrop. However, I'd say things have progressed along rather nicely from the completely unplayable Hall of Mirrors effect we initially got just by placing
two portals facing each other. Now, onto the more experimental bit that I'm still working on.
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