Vertex Lighting, Security Cameras, and More | Portal 64 0.11

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  • Опубліковано 12 січ 2025

КОМЕНТАРІ • 806

  • @WeegeepieYT
    @WeegeepieYT Рік тому +1289

    I recommend you make the vertex lighting a little more blue.
    In the real Portal you can do the command *mat_fullbright 2* to get the colors you need, pretty much.

    • @james.lambert
      @james.lambert  Рік тому +518

      I didn't know that was a thing. Thank you for pointing that out

    • @Kaycee_Ace
      @Kaycee_Ace Рік тому +24

      hallu weegee

    • @lawrencfgsdfg
      @lawrencfgsdfg Рік тому +9

      weegee

    • @ApertureAce
      @ApertureAce Рік тому +4

      Wait, what does full_bright 2 do?? I thought that command only expected a binary

    • @PrettyCoolBananas-G3X
      @PrettyCoolBananas-G3X Рік тому

      It doesn't work, those colors aren't supported on the N64

  • @TechProGabe
    @TechProGabe Рік тому +1454

    This is probably the most incredible homebrew game not only on the Nintendo 64, but in general. Amazing work.

    • @VinnytotheK
      @VinnytotheK Рік тому +71

      No matter when this game is finished it's going to be amazing, but imagine if it was released when the N64 was new? Would've blown everybody's minds.

    • @shadesoftime
      @shadesoftime Рік тому +23

      ​@@VinnytotheKpeople didn't have the tools and knowledge necessary back then

    • @beardalaxy
      @beardalaxy Рік тому +13

      @@shadesoftime not to mention the original game didn't even exist lol

    • @protocetid
      @protocetid Рік тому +18

      @@shadesoftime Giles Goddard did experiment with portals a little for OoT, he talked about it and showed us the tech demo he presented to the rest of the OoT team. Wasn’t as advanced as this AFAIK.

    • @niceleverace
      @niceleverace Рік тому +2

      ​@beardalaxy yeah, level design might be completely different if it was made in the 90's

  • @l-l
    @l-l Рік тому +541

    Spectacular. I really hope Valve positively acknowledges this upon the the completion of it. This is extremely impressive

    • @phoenixvance6642
      @phoenixvance6642 Рік тому +62

      In a perfect world, Valve acknowledges it and Nintendo's lawyers can't figure out a way to kill the project. I know this is all perfectly legal, but maybe they'd try to articulate it as hacking official nintendo hardware or something

    • @aeliusdawn
      @aeliusdawn Рік тому +97

      @@phoenixvance6642 I doubt nintendo would care much, because it doesnt infringe on any of their IP. The reason they are so draconian is because they wanna protect their IP at all cost (allowing fan recreation could potentially weaken their ability to hold a trademark of certain characters) but this doesn't enter in that territory.

    • @Quasmok
      @Quasmok Рік тому +27

      In a perfect world they would sell actual copies because I would love to buy one.

    • @Portentous__
      @Portentous__ Рік тому +4

      @@Quasmok I think James said at one point that that was the plan

    • @vinichab
      @vinichab Рік тому

      ​@@phoenixvance6642
      Nintendo won't care about this project, they only care about their own IPs, and have a special disdain for remakes of their games

  • @b4ttlemast0r
    @b4ttlemast0r Рік тому +654

    That all the objects like the radio have physics like in Source engine is crazy

    • @domd
      @domd Рік тому +85

      i really didn't expect to see that, not on an n64

    • @pepn
      @pepn Рік тому +36

      That blew my mind as well! and the way they move looks so smooth

    • @glubfun724
      @glubfun724 Рік тому +31

      it isnt even the havok engine!

    • @AmbrosiaPoly-yolkEgg
      @AmbrosiaPoly-yolkEgg Рік тому +12

      ​@@glubfun724which also powered Silver's gameplay in Sonic 06

    • @CourierSiix
      @CourierSiix Рік тому +36

      ​@@AmbrosiaPoly-yolkEggsonic fans try not to mention sonic

  • @user-sl6gn1ss8p
    @user-sl6gn1ss8p Рік тому +244

    Reasons why I want a time machine: going back to N64's launch with a cartridge of this.

    • @atomickid
      @atomickid Рік тому +39

      And create a massive space time continuum split, where all the future of gaming is changed for ever 😂

    • @theresapimentacointheglove8760
      @theresapimentacointheglove8760 Рік тому +27

      That and help Nintendo with a few other things, like showing them how to do 8 GB to 64 GB game carts (like the Switch) instead of 8 MB to 64 MB (to help compete against the 700 MB CDs). That and also increasing the texture cache size in the N64 (I'm not a developer, but I think that was one of the weakest things in the 64 hardware, why a lot of games looked blurry).

    • @beardalaxy
      @beardalaxy Рік тому +40

      @@theresapimentacointheglove8760 are you going to provide them with the necessary funds to produce 8gb cartridges in 1996?

    • @theresapimentacointheglove8760
      @theresapimentacointheglove8760 Рік тому +20

      @@beardalaxy Uhhhh, I don't get your comment. First of all, it wasn't meant to be taken seriously (time travel isn't real!). The idea was to show them how they're doing it now and still be profitable.

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p Рік тому

      @@theresapimentacointheglove8760 I don't think you could help them get 8-64gb carts going unless you went back quite a bit earlier and helped the whole industry and a lot of it's production chain tho : p

  • @GANONdork123
    @GANONdork123 Рік тому +276

    Vertex colors are such a nice touch. They really help sell the 3D depth of the levels.

  • @GTXDash
    @GTXDash Рік тому +1140

    Just stay with vertex shading, I think it looks really good. Framerate is more important than a lightmap that takes up precious texture cache.

    • @Taudris
      @Taudris Рік тому +56

      If you want some more lighting detail, just split the face to get more vertices.

    • @nolram
      @nolram Рік тому +7

      What about vertex lightmapping though?

    • @Dane_Casperson
      @Dane_Casperson Рік тому +15

      I am gonna just add my support to this comment. yeah, it looks great with vortex lighting :-) speed over some baked textures, let those system resources get used for other stuff :-)

    • @ShinyQuagsire
      @ShinyQuagsire Рік тому +12

      tbh it could get a bit more "detail" with some fake ambient occlusion lightmaps (ie, just subdivide the walls near all the corners and have a dark gradient only for those faces)

    • @theblah12
      @theblah12 Рік тому +14

      Console games from that generation (and even the one after) almost universally used vertex shaded lighting since there simply wasn’t enough texture memory to do good quality lightmaps, especially when vertex coloring is essentially free. But you can still get very good results through baking ambient occlusion or even radiosity into the vertex colors, combined with some manual painting and tweaking of the actual geometry to get the best possible results. Look at games like Vagrant Story to see how far that technique can be pushed.

  • @MachFiveFalcon
    @MachFiveFalcon Рік тому +112

    3:10 as someone with barely any coding experience, I still know how satisfying that must feel for you to get that bug fixed. It's exciting to me!

  • @b4ttlemast0r
    @b4ttlemast0r Рік тому +1266

    This doesn't even look like an N64 game, it's insanely impressive

    • @random_n
      @random_n Рік тому +143

      And yet, at the same time, it totally does. There's zero question this would have been a rare cartridge to find without the golden Players' Choice stamp.

    • @Maker0824
      @Maker0824 Рік тому +35

      I mean, it certainly doesn’t look like a modern game. I’ve seen more impressive stuff on the N64. That’s not to downplay the impressiveness of this, it’s quite good, but to speak about the heights (or depths) of the insanity people will go to.

    • @brandogg
      @brandogg Рік тому +40

      It looks exactly like and N64 game, which is what makes it so impressive.

    • @Minnevan
      @Minnevan Рік тому +17

      to me it almost looks like something from the PS1, graphically

    • @guybrush3000
      @guybrush3000 Рік тому +32

      @@Minnevanwhat’s probably throwing you off is the default n64 antialiasing is disabled. so that looks more ps1-ish.
      But the n64 texture filtering and lack of ps1’s affine texture warping, make it look definitively n64

  • @NoriMori1992
    @NoriMori1992 Рік тому +48

    4:54 Nice! Those orange glowing areas contributed a lot to the mysterious, threatening atmosphere of the original game, I'm glad they turned out so well here!

  • @awesomesillyman
    @awesomesillyman Рік тому +172

    I feel like if you baked a blue hue into the greyscale lighting, it would make Potal64 feel more like Portal. Something I thought was missing for a while was the color correction from Portal, which I previously thought would be unachievable on N64 hardware in real-time.

    • @O5MO
      @O5MO Рік тому +2

      I'm not familiar with N64 at all,but does this mean you can pass a color to EVERY vertex? Including the gun and objects, for color correction of the entire screen?

    • @adora_was_taken
      @adora_was_taken Рік тому +2

      @@O5MO from what i can tell, yeah, basically. every vertex has lighting info that can be any color you want.

  • @AndreInfanteInc
    @AndreInfanteInc Рік тому +59

    It's honestly shocking how close you've gotten to the original. A full fat version of portal really could have been done on N64, and that's amazing. I would never have guessed that that was true.
    As far as the lighting goes, you might try using a *really* low resolution lightmap that just has slight edge darkening on convex corners to get a bit of fake AO. Look into how Minecraft does it. Since you're basically only rendering boxes, you should be able to get away with a very small number of 16x16 textures (I don't remember exactly how many cases there are, but not many). If you combine that with the vertex lighting, I think you can probably make it look really nice!

  • @YourPalJamieEllis
    @YourPalJamieEllis Рік тому +32

    It's crazy to think that this could have been done theoretically in like 2000, and if it had it would probably have been hailed as the literal greatest game of all time.

    • @wingedhussar1453
      @wingedhussar1453 Рік тому +5

      Nah most people don't care for puzzle games ain't no greatest game of all time

    • @tarajoe07
      @tarajoe07 Рік тому

      1996. This could have been done in 1996. Developers just didn't take the time to learn 64 hardware with this level of passion.

    • @birdwalkin
      @birdwalkin Рік тому

      ​@@tarajoe07 it's amazing to think about, but there are more constraints than just passion. just imagine what might be possible with today's tech if people had 20 years' foresight into the future, no jobs on the line, and no deadlines.

  • @SuperWiiBros08
    @SuperWiiBros08 Рік тому +4

    This is the most amazing Demake ever

  • @MrLind87
    @MrLind87 Рік тому +3

    The NASA shirt you're wearing is spot on, because I'm feeling astronomical levels of "Holy $H1T!!!" watching Portal running on the N64.

  • @darcyooh5543
    @darcyooh5543 Рік тому +76

    Wow you are extremely talented and have done an amazing job on this project. I had no idea N64 was capable with these kinds of physics and rendering of this kind of lighting. Amazing. Keep it up!

  • @soviut303
    @soviut303 Рік тому +190

    I'd love to see an FPS counter. Likewise, I'd be interested in seeing coverage of any performance enhancements as they come.

    • @Wheagg
      @Wheagg Рік тому +20

      Wonder how much an FPS counter would affect FPS 🤔

    • @soviut303
      @soviut303 Рік тому +11

      @@Wheagg Definitely not much based on other N64 homebrew I've seen. 2D debug information doesn't seem to affect the 3D pipeline.

    • @SimonBuchanNz
      @SimonBuchanNz Рік тому +2

      I don't know if the n64 has a separate 2d pipeline, I've not heard it talked about if it does, but even with 3d it's just a quad per digit, and a tiny texture (often less than 1kb) for the numbers, or about 10 tris for untextured geometry. I doubt it would be even noticable with the amount of geometry the 64 can throw around, which looks like ~2000 per 60 FPS frame at the *bottom* end.

    • @Templarfreak
      @Templarfreak Рік тому +9

      @@Wheaggit almost never has any real impact because a very naive approach that works for the most part is to just get a delta between frames and then calculate what the FPS of that would be if it continued to be that exact delta, and that's basically only like 2-3 calculations and then some calls to draw the text on the screen. more complicated engines will do more complicated math, but this is an extremely simple and straight-forward approach that you could easily do and it have little real impact on the game.

    • @Wheagg
      @Wheagg Рік тому +1

      @@Templarfreak people don't do counts per-second anymore?

  • @Cryptifical
    @Cryptifical Рік тому +57

    For how good this is, it really is a shame these videos don't get many views.

    • @AntiJewluminatiDwarf
      @AntiJewluminatiDwarf Рік тому +7

      yeah it's pretty sad meanwhile so many youtubers play martyrs and piss and moan having people think that every 10 minute video they make of simply talking to a camera "takes a lot of work" and say it takes me weeks to write a script!!! then.....editing took me hours!!!! I swear I swear youtube is hard work!. Meanwhile this guy is doing genuinely impressive stuff like this amd strangely there's no "hey guess do what the algorithm likes make sure to smash that like button and turn on notifications! also did you know 9 out of 10 viewers aren't even subscribed!!!" . This guy and this project is what youtube was and was always meant to be doing things for the love of them, no sponsors no plugs no "adpocalypse " bs

    • @AntiJewluminatiDwarf
      @AntiJewluminatiDwarf Рік тому +3

      couple of horrible misspellings, just wanted to point that out, can't edit comments via brave browser, small price to pay to have youtube be tolerable lmao

    • @Cryptifical
      @Cryptifical Рік тому +3

      @@AntiJewluminatiDwarf Oh ok, also yeah I agree UA-cam really does favor shit easy to make content over actual quality.

    • @ipd0043
      @ipd0043 Рік тому +1

      It's niche. I think he'll get the attention he deserves soon ^^

    • @AntiJewluminatiDwarf
      @AntiJewluminatiDwarf Рік тому

      @@ipd0043 sadly it is niche in this day and age......

  • @FyveElemental
    @FyveElemental Рік тому +11

    I've been following this project since forever and it's SO satisfying to see it come together like this in all it's glory. You're awesome!

  • @user-fx4hp2em8s
    @user-fx4hp2em8s Рік тому +10

    it'd be so incredibly cool to have a physical cartridge with its own art for this when it gets finished

  • @MemekeyCubes01
    @MemekeyCubes01 Рік тому +10

    Just having a little lighting makes a lot of difference, it's looking great!

  • @wolfcl0ck
    @wolfcl0ck Рік тому +3

    Looking more and more awesome by the minute! Love seeing these videos pop up!

  • @DamianReloaded
    @DamianReloaded Рік тому +7

    Kudos for the progress! Keep it up! You could potentially pick a fixed light source position and pre calculate vertex lighting values radially from there from max brightness to farthest from light.

  • @ripper253
    @ripper253 Рік тому +4

    the previous version was one of the first pieces of homebrew I played on my everdrive, and now I'm tempted to play through it again! Amazing work as usual!

  • @notnominal7013
    @notnominal7013 Рік тому +4

    Incredible work, this is an absolutely insane homebrew project! You deserve way more subs, but for now, I'll be excitedly awaiting each new update video :)

  • @thatsruffdog
    @thatsruffdog Рік тому +11

    This videos are always such a pleasant surprise.

  • @Troloze
    @Troloze Рік тому +8

    This is insane, you're very very talented and I hope you can finish this amazing project!
    Please keep up with the devlogs, I'd be interested in some more technical videos like the moving portal paradox one, but they're kinda tough to make so I understand if you keep it on feature based only videos

  • @TrekDelta
    @TrekDelta Рік тому +32

    You could try adding a subtle light blue "ambient lighting" like the original (If the vertexes are recoverable).

  • @RussGreeno
    @RussGreeno Рік тому +8

    Amazing job so far. Can't wait to see the turrets and of course, the main lady herself.

  • @Plaegu
    @Plaegu Рік тому +2

    So excited to see how far this has come and can still go! You’ve gotten almost all of the basic/core mechanics down for the game! Can’t wait to see the full game recreated💜

  • @IAmUnderscore
    @IAmUnderscore Рік тому

    I was aware of this game’s development from a while ago, but just watched a full devlog now. I gotta say, this is so incredibly cool! I’m a huge portal fan and can’t wait to see what else you can do with this game.

  • @the-guy-beyond-the-socket
    @the-guy-beyond-the-socket Рік тому +1

    You can make dynamic objects look as good as pre baked lighting. The way is to generate a grid of cubes, each having light prebaked as a level, but they shouldn't affect the level lighing and be visible. Then just sample the shading info from the model to the closest "cube", which is, of course, isnt visible. Should fix the blinding bright of the portal gun. Also a note that the light sample could be just a single color point, not a cube.

  • @jonsirola
    @jonsirola Рік тому +2

    Current-gen hardware-limited platforms need people like you. Imagine what the N64 could have been with current knowledge ❤ fantastic job man.

  • @Nusma
    @Nusma Рік тому +9

    I'm looking forward to see how you implement the more complex and detailed levels that come later into the game.

  • @travisgatlin536
    @travisgatlin536 Рік тому +2

    This is crazy impressive. The fact that it still /feels/ like portal is a testament to what you've done so far. Nice work.

  • @RicardoRamosRetrocomputacao
    @RicardoRamosRetrocomputacao Рік тому +1

    That's impressive. I'm a big fan of that sort of thing, your work is really impressive.

  • @Poly_0000
    @Poly_0000 Рік тому +1

    this is starting to feel so faithful, that it's almost weird calling it a demake.

  • @griffinrupe
    @griffinrupe Рік тому +2

    excited to catch one of your uploads early, loving the progress you've made!

  • @DualStupidity
    @DualStupidity Рік тому +1

    This is beyond fantastic. The physics blow my mind. I wonder if the N64 had the potential to be the first system to use ragdoll effects.

  • @kylefinn5301
    @kylefinn5301 Рік тому +2

    This is insane. The fact that you made the physics and the portals work on N64 hardware and run at a decent frame rate is amazing.

  • @ThornCS2
    @ThornCS2 Рік тому +6

    This is the coolest homebrew I have ever seen! This looks incredible!!!!!!!

  • @NxD3TH
    @NxD3TH Рік тому +1

    Incredible work... Really really well done. I am speechless.

  • @Waspeil
    @Waspeil Рік тому +5

    damn this is starting to look GOOD

  • @robinwright531
    @robinwright531 Рік тому +5

    Who would’ve thought valve’s influence would’ve resulted in one of the most impressive n64 games ever seen.

  • @teddyshapedsoap
    @teddyshapedsoap Рік тому +1

    It's absolutely incredible what the N64 is capable of with proper optimization. If I didn't know any better, I wouldn't even think it was an N64 game. Amazing work!

  • @nathannoetzold3821
    @nathannoetzold3821 Рік тому +1

    This is the kind of care I wish developers had when porting games to current Nintendo consoles. We know the Wii / Switch wasn't/isn't as powerful as their competition, but if enough time and dedication were put into making something half as special as this Portal port feels like, we would be so happy with 3rd party developers.

  • @bankbank
    @bankbank Рік тому +4

    hype levels... RISING

  • @K3NnY_G
    @K3NnY_G Рік тому

    So crazy, I haven't looked at anything from this project in awhile and man you've been puttin' in WORK. Crazy, I can't even imagine what's lying underneath this to get the hardware to do this.

  • @ShakerGER
    @ShakerGER Рік тому +1

    This is possibly the best demake ever!

  • @gillboy5762
    @gillboy5762 Рік тому +2

    Vertex lighting is very smart. If you want an example of good vertex shading theres a program that lets you extract levels from the Ps1 game Twisted Metal 4, it extracts the entire level and all the data and the vertex painting they did with lighting is very visible. Would be a great point of reference!

  • @Acerola_t
    @Acerola_t Рік тому +2

    So cool! Vertex lighting stays winning. Personally not sure how much more a lightmap will do for you at that resolution anyways relative to the performance trade off, so I think I'd stick with the free solution.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt Рік тому

      N64 is fillrate limited after all. Why try to reduce vertex count? Maybe add sectors like in Doom for shadows? Might be cool to run Blender Cycles over the level to generate lightmaps and find an optimized mesh for vertex colors to cover this.

  • @b0tster
    @b0tster Рік тому

    wow this looks amazing, great work!!

  • @timsarai
    @timsarai Рік тому

    This is probably the single best fan made retro home brew I’ve ever seen. Genuinely phenomenal work. If portal had released on N64, I genuinely think it would be a serious contender for knocking Goldeneye and OoT off the top spots.

  • @npc_blob1609
    @npc_blob1609 Рік тому +1

    since the original has inset lights around the edges of ceilings to give moodlighting gradients down the walls, you could replicate that with a pale blue light gradient from the ceiling on the wall vertex colours.

  • @0hate9
    @0hate9 Рік тому +1

    you could probably cover up the lighting transition by having objects near enough to the portal be lit in the portal's color

  • @BobzBlue
    @BobzBlue Рік тому +6

    "Now make portal 2 on the Gamecube"

  • @Gromek999
    @Gromek999 Рік тому +1

    this is so incredibly fucking cool

  • @VoxelMusic
    @VoxelMusic Рік тому +2

    In terms of baked lighting, maybe it could be an option in a graphics menu of some sort.
    Maybe a menu for cool graphics upgrades you thought of that couldn't quite reach full speed.

  • @TaylorChildAkaWeapon
    @TaylorChildAkaWeapon Рік тому +1

    Amazing progress!! Stoked to see more levels!

  • @Haswell_Studios_Lazy
    @Haswell_Studios_Lazy Рік тому +2

    WOW HE COMPILED THIS VERSION ON MY BIRTHDAY!
    my bday is 8/23/2009

  • @SHGames97
    @SHGames97 Рік тому +2

    THIS IS UNREAL BROOOOO

  • @RetroPlus
    @RetroPlus Рік тому

    This has come really far since i last saw it, this is really impressive!

  • @zefnoly9147
    @zefnoly9147 Рік тому

    Whenever you are done and or release the projects 1.0 release I will gladly add this to my emulation collection on my phone! It is incredible what you have managed to implement in a game for a N64 console hardware! And even if you are not going to use the mipmap system you showcase on every texture in this game I feel like the textures on walls and objects are more than good enough! After all this already looks more graphically pleasing than goldeneye, if not as pleasing.

  • @-user_redacted-
    @-user_redacted- Рік тому +1

    If there are plans to sell this at some point, might I suggest an orange cartridge, to be reminiscent of the Orange Box it came in with TF2.

  • @wattyven
    @wattyven Рік тому

    This is amazing, I can't believe I'm only hearing about your work now! Looking forward to future updates!

  • @NikoBellicDigital
    @NikoBellicDigital Рік тому

    Just wow. First I saw Kaze Emanuar's amazing Return to Yoshi's Island project, now this?! It's insane how these are even able to run on real N64 hardware, especially this one. Keep up the amazing work!

  • @alasyon
    @alasyon Рік тому

    Absolutely amazing work! It’s been fascinating to watch the progress. Genius!

  • @McGamaStuff
    @McGamaStuff Рік тому

    it's a blast to play with an N64 controller, just did the first 4 test chambers! I prefer to use my right hand on the joystick + z button and my left hand on the dpad + L button since it feels closest to when I first played portal on the xbox 360! I love how you integrated the menu just like the pc game! good luck on the project!

  • @Monody512
    @Monody512 Рік тому

    A small detail the original game does that you could also adopt is that cameras turn to face straight forward when detached, so they can better match their static collision mesh.
    Also this project makes me so happy. Thank you for making this. If I don't already have an N64 controller by the time this is finished I will literally buy one for this. :3

  • @boop4158
    @boop4158 Рік тому

    I love that someone is doing this, people like this are amazing. keep up the fantastic work!

  • @ShaolinTechnoMage
    @ShaolinTechnoMage Рік тому

    Wow! I can't believe how good that looks, how well it runs and how close to the original you got. Amazing job.

  • @Gilesone1989
    @Gilesone1989 Рік тому

    It's great to see you during this project and feel the passion for it !
    Hope you will keep having fun doing this port so we can, one day, try it ourselves and meet the final boss!

  • @Tashiro64
    @Tashiro64 Рік тому

    The fact that someone is able to build THAT on a real n64 hardware is already totally crazy.
    I'm so amazed by talented dev that go back to an old console and push them to their limit in a way it was just not possible back in 1996-2000, but 25 years later ppl are doing some crazy thing and I'm sooo captivated by all these awesome projects!!

  • @chrisfratz
    @chrisfratz Рік тому +1

    I'm not going to lie, one thing I would absolutely love to see you implement at some point in the future is support for Dolby ProLogic surround sound, a lot of games on the N64 supported surround sound with that format even if it wasn't officially acknowledged as Dolby, and I think that would be really cool to see at some point in the future.

  • @Srcsqwrn
    @Srcsqwrn Рік тому

    I've been watching you work on this for a while, and it's such a marvel! How awesome!
    You've put so much into this, and it really shows! c:

  • @chanceschraeder2456
    @chanceschraeder2456 Рік тому

    Amazing work! Looking forward to the continued progress on this.

  • @MyNameIsPetch
    @MyNameIsPetch Рік тому +5

    Imagine showing this to someone in 1998

  • @josephhalbig4521
    @josephhalbig4521 Рік тому

    i knew you were gonna do it but it looks so much better than i thought was possible

  • @Its_a_Mr_Eh
    @Its_a_Mr_Eh Рік тому

    This looks great. Especially like that lighting. Outstanding work.

  • @CharlesVanNoland
    @CharlesVanNoland Рік тому +4

    Stick w/ the vertex lighting, that's a no-brainer. What's the source of the FPS drops in some scenes? Is it the transparency drawing over the framebuffer? What about going with the dithered blending instead, if transparency is what's hurting perf? IIRC from your older vids you do have a PVS system in place, so no rooms that aren't visible are being drawn, but it does seem like some spots - like walking away from the fizzler drops perf, is it just total geometry taxing the hardware? I can imagine it's being pushed pretty hard. Maybe some kind of room LODs where walls aren't divided up into as many triangles and as you approach/enter a room it fades from the limited vert lighting of the lower-poly walls/surfaces to the lighting of the higher poly version that accommodates somewhat better vert lighting. I don't know if this would be difficult due to memory constraints though, but basically it would switch to the high-poly version of the room (that you have now) but with lighting that matches the low-poly version and lerp to the high-poly lighting. Just spitballing, and I don't know what the N64's limitations happen to be so... Anyway, thanks for sharing! :)

  • @dripnx6381
    @dripnx6381 Рік тому

    i like the static effect with the fizzling, very eye pleasing

  • @Wheagg
    @Wheagg Рік тому +3

    If the vertex lighting starts to really bother you, just add more verts to areas that need them, or separate textures. I doubt it will, but it's not really worth lightmapping IMO.
    Also, you should definitely have a test map. Doesn't need to be the most perfect thing but it would make this type of video have more production value and make debugging easier I imagine

  • @LuzuVlogsGamer
    @LuzuVlogsGamer Рік тому

    Cant believe how far this project has gone :O
    It looks so spot on even with the Cutscene its like You just lowered the resolution of the original portal !

  • @alinayossimouse
    @alinayossimouse Рік тому

    Such awesome work. I have enjoyed your update videos for a while and it's a pleasure to see things coming together like that

  • @drjankenstein
    @drjankenstein Рік тому

    this is looking awesome. I am super impressed with how good this looks and seems to play

  • @overwatch761
    @overwatch761 Рік тому

    I've been following this since the start, phenomenal work.

  • @Zeru64_
    @Zeru64_ Рік тому

    Glad to see your progress, even if its a small detail it all makes the game as amazing as its getting, keep on that!

  • @doomsboygaming1988
    @doomsboygaming1988 Рік тому

    Love the continued development! Really shows how much passion the portal community still has.

  • @t3dotgg
    @t3dotgg Рік тому

    You're such a legend for this

  • @Elratauru
    @Elratauru Рік тому

    As a fellow dev, this is super nice. The cube solution makes total sense, drawing another entity with the same textures is a cheap solution that was used a lot for reflections back in the day, and this seems to be similar enough to a mirror I guess, also, this way you could put two portals and see the cube coming out of it as well from the original point of view.
    Also, vertex colors can be used to simulate contact shadows as well, just make the borders a little bit darker and done, that way you can have a clear difference between walls/floors/ceilings as well.

  • @itsnotdomsmainchannel
    @itsnotdomsmainchannel Рік тому

    You seem very passionate about your project and we absolutely love that! Keep going and kleep up the amazing work!

  • @LinkiePup
    @LinkiePup Рік тому +1

    The fact that you wrote this in c, in a original engine, impresses me to no end!
    Your attention to detail now that you’ve fixed major bugs is amazing! ❤

  • @dannyravelo1401
    @dannyravelo1401 Рік тому

    Amazing work. I've been loving to see this one come together. Keep it up!

  • @brodielobins6318
    @brodielobins6318 Рік тому

    the button sound in Portal is actually pitched down and a little slower than the raw sound, you can get the exact speed and pitch by decompiling a map and viewing one of the button sounds in Hammer

  • @jacobcrowley8207
    @jacobcrowley8207 Рік тому

    The new vertex lighting looks great! Really slick cube and portal transition too.

  • @mariomario1849
    @mariomario1849 Рік тому

    It's good to see a truly talented developer work on a real complete demake. Bravo!

  • @f4rious
    @f4rious Рік тому

    This looks so amazing! I'm trying to do exactly the same but in unreal 😅 and was a ton of work to get it right.
    Doing it on n64 is a whole new level, really inspiring! Continue the good work

  • @HomeOnTheEdge
    @HomeOnTheEdge Рік тому +1

    This is so good. I can't wait to see more of Portal 64

  • @glitchy000
    @glitchy000 Рік тому

    I love seeing these kinds of projects cuz it proves we were never held back by hardware, just creativity and experience.

  • @MrBillyDerp
    @MrBillyDerp Рік тому +1

    This get more impressive with time. I hope it gets released to public but if not i hope he plays through the game for us