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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Portals
stickman965
General Member
Since: May 14, 2006
Posts: 119
Last: Apr 13, 2011
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Level 4
Category: CoDUO Mapping
Posted: Monday, Jan. 31, 2011 03:52 am
I followed the directions in the portal tutorial and I get a sharing the same plane and then the portals are ignored ... I did it exactly as it said to do...? How do you create a portal?
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Justplumloco
General Member
Since: May 7, 2010
Posts: 50
Last: Oct 29, 2011
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Level 2
Category: CoDUO Mapping
Posted: Monday, Jan. 31, 2011 12:04 pm
Portal is proably the hardest part of mapping.Best way to do portals is to start with the buildings. I'm sure im going to get slammed on this but: Instead of dealing with a lin file, do a portal, save map start compile, chk for leaks, stop compile, before it finishes. Do next portal, save, compile chk for leaks, rinse and repeat, hope ya get idea.Think of portals as closed boxs that must hold "water" with out leaking, water being just a acronym.And remmeber only structural brushes can be used with portals as detail brushes will make portals leak if you use them as part of the portals.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Monday, Jan. 31, 2011 02:23 pm
I'm assuming you are trying to use portals to create cells on your map. They DO require patience to get them working correctly.

When you compile your map and portals LEAK a file is created with the .lin extension. This file is supposed to help you find the problems, sometimes it does and sometimes it drives you crazy [crazy]. To use this file open your map in the editor and click on File and then PointFile. You will see lines on your map that SHOULD help you find the problems.

Just remember, mapping takes patience. Portals are just a part of it. But once you get the hang of it it's not so bad.[thumbs_up]
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stickman965
General Member
Since: May 14, 2006
Posts: 119
Last: Apr 13, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Jan. 31, 2011 06:23 pm
ok good advise guys thanks much appreciated. Do you guy's make the portals that go in doors and windows drawn with the no draw brush and then just texture the inside with the portal brush?? because the error I keep getting says that it is sharing the same space and then it is ignored. They do not even load.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Monday, Jan. 31, 2011 06:40 pm
Yes, always do your portals with no draw and then texture one side with portal, preferable with the portal on the outside. This is the way Grassy told me to do it 4 years ago. here's his explanation:

From Grassy:
In my opinion the portal texture should be on the outside, why? Well because if a building is portaled this way to the game engine the building looking from outside is just a large box.

If you put the portal texture on the inside face then every window/door opening will have 4 faces stepped in the thickness of the wall, this increases the number of faces you see outside buildings (exactly what you dont want)! for good fps.

Also with the portal texture on the outside face of openings on buildings when you are inside them the impact of those extra 4 faces is less of a problem because many other parts of the map have been culled by the portaled building anyway, thus good fps inside.

Simple huh? [thumbs_up]
Grassy

edited on Jan. 27, 2007 09:43 pm by WHC_Grassy

I wish Grassy was still around![ohwell]
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