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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: need portal help
HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoD Mapping
Posted: Thursday, Mar. 24, 2005 05:37 pm
hi all!

i'm now outdoorportalling my map, have finished my first cell, but have problems with making the second one. i think i'm placing the portal texture on the wrong side, cause i got same cell on both sides error when i compile (tried reversing the textures but that didn't work too). to explain what i'm doing see the screen beneath:



portal 1 is working, but portal 2 gives the same cell on both sides error. the purple lines are places where i maybe add other portals. yellow is the portalnodraw texture and blue the portal texture.

if someone has a solution to my problem, or helps me understand portalling he will be credited in the readme and a street in the map will be named after you [smile]

Greetz, HyBr!d
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Filbert
General Member
Since: Jan 24, 2005
Posts: 869
Last: Oct 21, 2009
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Level 7
MODSCON
Category: CoD Mapping
Posted: Thursday, Mar. 24, 2005 06:37 pm
I don't think which side of your portal brushes has the actually Potal texture matters as long as those faces are flush to structural brushes. Getting a 'same cell on both sides' error means that the cell isn't completely sealed so check the edges, and look for areas that could be leaking but you may have missed.
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sear
General Member
Since: Jul 24, 2004
Posts: 276
Last: Dec 24, 2005
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Level 5
Category: CoD Mapping
Posted: Thursday, Mar. 24, 2005 07:04 pm
In case you didn't know:

-terrain and patch meshes are not considered structural even though they appear as black line in the 2d view, they are considered as detail in the compile process. So when portalling outdoors you need to create caulked structural brushes under the terrain in order to seal the portal cells.
-as above, the side you put the portal texture on doesn't really matter. But to steamline your vis, put the portal texture on the face that is on the same plane (not airplane [wink] ) as the face of the structural brushes next to it. This will keep the compile from creating more nodes than needed.
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