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Topic: Portalling noob |
(VM)Monkey |
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General Member Since: Jul 31, 2006 Posts: 113 Last: Mar 24, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Aug. 25, 2006 12:14 pm |
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Ok, I can't seem to correctly portal this area of my map.
I put a caulk brush underneath the terrain, made sure that it matched up perfectly. I filled in the MG hole next to the gate, filled up the gate, and cut brushes to fit around the warehouse. It still tells me that the brushes have the same cell on both sides.
I ran the pointfile, and it looks like there's a leak at the top of the arch, but I can't find any leak, or any way to seal it up.
It's probably not necessary to portal this area, there isn't that much inside there (everything shown, plus 6 models), but since this is my first map, and my first honest attempt at portalling an area like this, I would like to figure out what I'm doing wrong. |
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Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [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: Friday, Aug. 25, 2006 03:27 pm |
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From what I see...
1. The roof of that structure in the courtyard should be a detail brush if you're going to have a massive portal "lid" on the cell. As a matter of fact, you can either make that entire courtyard structure a detail brush, or make the walls of it structural brushes with a bunch of portal lids tiled on top, including the ceiling of the courtyard building.
2. The courtyard walls should be structural brushes.
3. You should have a portal in the courtyard doorways and any other doorways going into the cell. That means that the large structure in the distance (I'm assuming it's player-accessible) should have its wall as a structural brush and the doorways containing portals.
4. As for your leak in the arch, do the following. Make a square doorway in the courtyard wall. Place a portal over the opening. Then make a series of detail brushes to include two vertical boxes and a square cylinder that you bend around into an arch shape. The portal will cap off the cell, while the detail brushes make an arched doorway, simultaneously reducing the rendering while clipping the player appropriately.
This setup will optimize your rendering. If you do the tiled portal ceiling for the courtyard, stagger the portal tiles like it's shown in maskedavenger's tutorial (COD tuts, I believe).
edited on Aug. 25, 2006 11:31 am by Saureco |
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(VM)Monkey |
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General Member Since: Jul 31, 2006 Posts: 113 Last: Mar 24, 2008 [view latest posts] |
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veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, Aug. 26, 2006 06:01 am |
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med writes...Quote: The warehouse in the background is portalled, and I haven't had any problems with that area, so I know that there are at least no leaks there. I went through and made everything that wasn't a floor, ceiling, or wall a detail brush. Getting just t-junction errors now. Split the portals in the warehouse windows/doors where the top portal intersects ( that is a T-Junction ). |
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(VM)Monkey |
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General Member Since: Jul 31, 2006 Posts: 113 Last: Mar 24, 2008 [view latest posts] |
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veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, Aug. 26, 2006 06:10 am |
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med writes...Quote: You can see the two bigger doors in the screenshot, and I'm pretty sure the smaller door is at the same height. Is there a problem with the t-junction there?
The t-junction at those spots are basically
-+
-+ + + +
-+ - - -
-+
-+
with + being the portal side of the brush, and - being the portal no draw side. The problem is T_Junctions are not allowed That is why you will have to split them. |
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(VM)Monkey |
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General Member Since: Jul 31, 2006 Posts: 113 Last: Mar 24, 2008 [view latest posts] |
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