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Topic: portals |
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| sevensniff |
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General Member Since: Feb 12, 2005 Posts: 365 Last: Apr 8, 2010 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, Jul. 30, 2006 03:14 pm |
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ok, I do kinda get your picture, thanks, so just to get something straight: refereing to your picture, the wall that is going virticle (it has 7 + to be precise) am I correct in saying to the right of the brush we are inside the portal and to the left is, well not inside any cells.
My point is should there be cell after cell or should it be I dunno a cell and then a bit further on another cell im just kinda ![[confused]](images/BBCode/smilies/confused.gif) and the tutorials aint helping me :(
also why is the slice important and for that matter what is it? |
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| sevensniff |
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General Member Since: Feb 12, 2005 Posts: 365 Last: Apr 8, 2010 [view latest posts] |
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| FlesyM |
General Member Since: Jul 24, 2005 Posts: 399 Last: Jan 24, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, Jul. 30, 2006 05:37 pm |
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I believe a correct portalled map will have a cell for every area a player can go. btw a non-portalled area is also a cell... in fact the skybox is the initial cell. so if you don't portal a given area, the player will be in the skybox cell and therefore whatever is in the skybox cell will be drawn (that might not be wanted). so portal everywhere a player can go so you make sure no extra is drawn for no reason.
as for the portal and portal_nodraw textures ... well only the portal one counts, the other is there just to help the mapper see the brush ... if you know what I mean. the nodraw is just a design helper. so when you portal your map, imagine the blue faces only to exist. select only the blue faces and they should all meet correctly with no leaks. the yellow (the nodraw) could intersect themselves, be huge, small, whatever ... it doesn't matter. and because only blue faces are important, because you want the blue faces to meet perfectly, it is also why you want to cut portals where another blue face touches it.
be carefull when you cut a portal. when doing so the two new faces (inside the cut) are caulk. after the cut, they need to be textured portal_nodraw. |
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| Saureco |
General Member Since: Aug 12, 2006 Posts: 254 Last: Mar 19, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, Aug. 16, 2006 06:00 pm |
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I'm glad I found this topic. Maybe the veterans can explain some stuff to me.
1. Does the game draw entities when a player has entered the portal or only when he can see the portal? Refering to maskedavenger's tutorial, do you have to be in a portal for the detail brushes to be drawn, or do you merely have to see the portal cell? From what I gather, this revolves mostly around a sniper: whatever you can see with a ranged scope (ignoring fog) can be drawn.
2. As I understand it structural meshes and terrain are drawn when a portal is rendered. Is this correct?
3. From AmishThunder's tutorial, structural brushes supplement portals? So we only have to portal doorways, windows, and large open terrain cells? If I make a tunnel, do I only have to portal the open ends, or do I have to portal the whole tunnel area?
I know this seems overwhelming, but I'm just following the forum rules. I found a topic that already covers my issue, and I figured this was the time and place to ask. Thanks! |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| Saureco |
General Member Since: Aug 12, 2006 Posts: 254 Last: Mar 19, 2008 [view latest posts] |
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| Saureco |
General Member Since: Aug 12, 2006 Posts: 254 Last: Mar 19, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Monday, Aug. 21, 2006 10:08 pm |
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I probably should have edited my post way back when, but it's too late now.
From reading maskedavenger's tutorial about portals a number of times, I have a couple new questions. I understand the relationship between structural brushes and portals. However, maskedavenger's tut draws cells with one brush per wall, and one portal texture per brush. AmishThunder's tut has two interior cells with two opposing portal brushes.
1. Is this correct? There should only be one portal texture between cells?
2. Does this include interior cells (ie, rooms, caverns contained by structural meshes)?
3. The Portal No Draw texture has no effect whatsoever, correct? It is merely complementary to the Portal texture? Its purpose is to make a brush entirely of Portal No Draw so that the one functional face of Portal texture can exist?
4. Are portal brushes structural or detail brushes? For example, does this have an effect with the compiler or in-game rendering?
5. Do portal brushes have to be geometric blocks or can they be meshes?
I know I'm flooding you guys with questions, but I know that once these are answered, I will have fully understood portals. Besides, these may be questions the rest of the community is pondering (or hasn't even considered yet). Thanks. |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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