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Topic: Pro help needed here: Outdoor Portals question |
T.E.C.-Leader |
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General Member Since: Sep 23, 2004 Posts: 214 Last: May 4, 2005 [view latest posts] |
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JD_2020 |
Preferred PLUS Member Since: Jun 30, 2004 Posts: 189 Last: Nov 19, 2007 [view latest posts] |
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T.E.C.-Leader |
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General Member Since: Sep 23, 2004 Posts: 214 Last: May 4, 2005 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Feb. 24, 2005 08:27 pm |
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Yup exactly, it`s flush with top and bottom of skybox. I studied the mp_foy map exemple carefully and for a long time. Now I`m done with outdoor portals. My map is divided into 16 cells total. Compile went fine, no portal error, so I got no leaks.
As I said, the problem is that when I stand in one street, an outdoor cell, all other cell`s content gets drawn (r_showtris 1 shows me). I figure that it`s because, from any outdoor cell, I can still see all the other cells (maybe `cause my skybox is quite high).
That`s wy I was asking...
thanks anyway for your reply m8
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Daffy |
General Member Since: Aug 31, 2004 Posts: 84 Last: Oct 22, 2009 [view latest posts] |
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dBKapsel |
General Member Since: Apr 12, 2004 Posts: 158 Last: Feb 24, 2005 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Feb. 24, 2005 10:13 pm |
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But be careful, also stock maps have them:
Wrong placed portals!!
When you look on several places in the map to one special way you see things in de distance disappear. In mp_italy for example. Walk from the side with a lower field with the bunker to the place with green tanks and some jeeps. You will see that the background sometimes disappears.
Mp_Carentan is very good. If you go as a spectator and make a circle around the map you’ll see almost whole the map :p (you watch through all the walls and houses) but in the map there’s nothing wrong (only one small place on the open field)
And a piece of the wall is not textured ;)
Off course is this extreme difficult to get perfectly. It's not a big problem, but I like details
So good luck and remember only the best maps will survive! |
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T.E.C.-Leader |
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General Member Since: Sep 23, 2004 Posts: 214 Last: May 4, 2005 [view latest posts] |
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T.E.C.-Leader |
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General Member Since: Sep 23, 2004 Posts: 214 Last: May 4, 2005 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Feb. 24, 2005 10:21 pm |
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Ok here is the image. Portal brushes are in red, and go from bottom to top skybox, all flush. 16 cells total. As I said, no errors when compiling, so I guess my cells are all "enclosed", sealed...
Comments, suggestions are welcome
Cheers,
T.E.C.-Leader |
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T.E.C.-Leader |
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General Member Since: Sep 23, 2004 Posts: 214 Last: May 4, 2005 [view latest posts] |
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Daffy |
General Member Since: Aug 31, 2004 Posts: 84 Last: Oct 22, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Thursday, Feb. 24, 2005 10:35 pm |
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Ugly yes....
The portal side is LightBlue and Portal NoDraw Green. You need to make sure the Portal Textures are back-to-back on a cell just like a front and backdoor in a house. Where this can cause a problem is when your portal cell count is Even. Odd counts should allow you to make Portal cells around your map in a clockwise method until you get back to the first cell. That way you dont get the Portal Is On the Same Side Err
I show how to do this with the cell on the upper right. I just divided a space and made it 2 portals. You will need to make a T-Junction properly for this Portal. I show it as 1 Roof but its really 2.
Portalling like this obviously becomes more difficult when you have a complex map. Doorways and windows in houses make it difficult to do also. I suggest a Pen and Paper then use a red felt pen to draw where you think portals can go.
BTW, The portal info with the SDK about Portalling Diagonally for Corners? You know the one where they are trying to explain how Not to split a Portal Face? Well It didnt work at all for me on a VERY simple example. Only Right Angle Portals with a 3rd Portal Capped at the intersection worked. |
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T.E.C.-Leader |
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General Member Since: Sep 23, 2004 Posts: 214 Last: May 4, 2005 [view latest posts] |
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