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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: outdoor portaling opinion
ITOE_MC
General Member
Since: Sep 3, 2006
Posts: 342
Last: Nov 12, 2009
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Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 3, 2007 02:52 pm
I downloaded radiant when I first bought UO. I took one look at the interface and decided to become a modder instead, but I'm still sorta fascinated by what you guys do.

Would anyone be kind enough to tell me what a "tris" is? I'm just curious.
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OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 754
Last: Jan 23, 2010
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Level 7
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 3, 2007 03:06 pm
ITOE_MC writes...
Quote:
Would anyone be kind enough to tell me what a "tris" is? I'm just curious.
Triangular surface.
Each object is build up of these tris.
Example: A cube has six sides but 12 triangular surfaces (2 on each face).
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
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Level 6
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 3, 2007 03:34 pm
samikaze writes...
Quote:


I've always thought that big maps would need portaling, but now I'm wondering when and if it is really necessary in my case? [confused]



the cullfog setting in your .gsc can achieve that you don;t need much portals, even in a very large map. this command sets a fog which extend to a certain distance. after that distance nothing is drawed. the problem with this is you can have structures popping out of the fog when you move closer.
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ITOE_MC
General Member
Since: Sep 3, 2006
Posts: 342
Last: Nov 12, 2009
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Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 3, 2007 05:43 pm
Thanks, Old Fella.
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babycop
General Member
Since: Feb 18, 2006
Posts: 488
Last: Feb 27, 2010
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Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 3, 2007 07:23 pm
To Hybrid: does Expfog achieve the same result?
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samikaze
General Member
Since: Mar 8, 2006
Posts: 76
Last: Jun 6, 2007
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Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Jun. 5, 2007 05:13 am
HyBr!d writes...
Quote:
samikaze writes...
Quote:


I've always thought that big maps would need portaling, but now I'm wondering when and if it is really necessary in my case? [confused]



the cullfog setting in your .gsc can achieve that you don;t need much portals, even in a very large map. this command sets a fog which extend to a certain distance. after that distance nothing is drawed. the problem with this is you can have structures popping out of the fog when you move closer.


I tried that already and didn't like the way bldgs from far away showed up. Anyone that'll get my map in the future can always edit the gsc file and uncomment the "//" for it. I left it like that on purpose. :)
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
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Level 6
Category: CoD2 MP Mapping
Posted: Tuesday, Jun. 5, 2007 08:21 am
@babycop: expfog creates the same type of fog but does NOT hide tris. so everything in the map is drawed.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoD2 MP Mapping
Posted: Tuesday, Jun. 5, 2007 11:28 am
you can use exp and cull fog together. it will cull the polygons at a distance, than exp will obscure the culling. exp fog is processor intensive though
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