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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Portalling Open Space eg mp_matmata
FightingHellfish
General Member
Since: Apr 24, 2006
Posts: 12
Last: Jan 27, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 6, 2006 09:10 pm
Hey, thanks to ModsOnLine for all the help so far, but I am going crazy here. [banghead]

I can portal buildings just fine (even though pointfile doesn't do anything unless I literally make a portal "skybox" on an empty map)

The problem is I have a large open map, similar to brecourt although the terrain isn't as flat. In the mp_matmata, they portaled the exterior areas with a layer at 2nd floor height, and sub divided this at intersections in the map.

Every time I try to make exterior portals in the fashion they did in matmata, I get a "same cell both sides" error.

My house portals are just fine, so long as I NEVER allow 2 portal textures to touch eachother ( I clipped a portal in my ceiling and ended up having to put a structural beam in between the two portals thus created, otherwise I got the same cell message.

Is it possible to make a portal to portal 90 degree joint? I tried overlapping as in matmata, I tried butt joints, and I tried 45 deg. bevel joints, and all compiled with "same cell" error, all vert portal surfaces ran through the (structural) terrain patch to a caulk "foundation" and I was really careful to make sure there were no leaks. Please help, all the tutorials were nice and helpful for interior spaces.....


edited on Sep. 6, 2006 05:12 pm by FightingHellfish
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Schis
General Member
Since: Apr 22, 2004
Posts: 149
Last: Nov 2, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 6, 2006 09:55 pm
For portalling see the two pictures below.

The red lines are the only sides of the brushes that should be portal the rest are portal_no_draw.

The second picture shows the "roof" notice how it has to be cut to the individual cells. With the "roof" brushes only the underside has the portal texture the res are portal_no_draw, and obviously should sit flush on top of the other brushes.

To see how they portalled brecourt load it it in devmap and the use /developer 1 and /r_showPortals 1. That will then show the portals in game.

You will be surprised how its done.




sorry for the size of the pictures couldnt be bothered to resize them.

Rogue (Schis)
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Saureco
General Member
Since: Aug 12, 2006
Posts: 254
Last: Mar 19, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 6, 2006 09:59 pm
OMG, Schis, you totally answered the portal question for me once and for all. I now finally get it. So the outside of the entire cell has to be Portal?! Does it matter if the top or bottom of the portal ceiling brush is Portal? You have the bottom of the ceiling brush as Portal. Is that significant? I have been getting the same errors as FightingHellfish forever.
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Schis
General Member
Since: Apr 22, 2004
Posts: 149
Last: Nov 2, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 6, 2006 10:12 pm
Yes it must be the bottom that has the portal texture when it is sittin flush ontop of the other brushes. If you have the top of the brush portalled there will be a gap.

You could portal the top of the brush but they would have to be bevelled into the other brushes alot of work when it isnt needed.

to see it in action just make a simple box and portal it as shown. Press the D button (hide portal no draw texture) and look at it.Press D button again, then change the portal texture from top to bottom and do it again and youll see a gap.

Rogue (Schis)
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Saureco
General Member
Since: Aug 12, 2006
Posts: 254
Last: Mar 19, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 6, 2006 10:18 pm
I'm sending my sister over right now to kiss you... yes, right now. That's her at the door.
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Schis
General Member
Since: Apr 22, 2004
Posts: 149
Last: Nov 2, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Sep. 6, 2006 10:20 pm
Sorry it took so long for me to reply I was answering the door [lol]

Glad I could help.

Rogue (Schis)
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FightingHellfish
General Member
Since: Apr 24, 2006
Posts: 12
Last: Jan 27, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Monday, Sep. 11, 2006 04:33 am
Thanks for the assistance, really appreciate it. I am in the neighborhood of 2200 portal clusters, and it has been compiling vis for about 18 hours now, after
0...1...2...3...4...5...6...7...8...9... <9>
8 average number of passages per leaf
91 mb required memory
0...1...2...3...4...5...6...7...8...9..<22>
0...1...2...3...4...5...6...7...8...

it has stopped with a blinking cursor where the next 9 appears. Do I just need to exercise some patience here or is there a problem I need to address?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Monday, Sep. 11, 2006 05:11 pm
18 hours is nothing :p

Big maps can take ages to compile, depending on your computer.
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Schis
General Member
Since: Apr 22, 2004
Posts: 149
Last: Nov 2, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Monday, Sep. 11, 2006 07:24 pm
The only thing that will reduce vis compile time is by making structural brushes detail, thats if their not required for portalling.

Rogue(Schis)
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RAMIDUS
General Member
Since: Aug 24, 2006
Posts: 91
Last: Nov 17, 2011
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Level 3
Category: CoD2 MP Mapping
Posted: Monday, Feb. 18, 2008 07:24 am
can I ask some detail about command r_showtris 1 and r_show portals 1? if I load map Moscow, for example, and in the game I write the command in the cosole, I restart map then, but nothing changes. ? How should I type the command and when? can the command can look like "/map moscow + r_showtris + r_showportals 1 or something like that? thx?
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