Areaportaling -1 reply

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XavantTheEnigma

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10th January 2008

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#1 9 years ago

Does it only need to be applied to a door, or does it have to be applied to an entire wall?




Guest

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#2 9 years ago

It has to be applied only on the door. 1 unit thick, in the middle of the door. If you have any thicker you wont see any entities if you stand in the areaportal.

If you want to see if it works, you have to write this in the console:

Developer 1 Sv_Showtris 1

This way you'll see the tris'es appear when you open the door, and disappear behind the door as it closes. This is also a good way to see if it works.




lassev

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21st June 2004

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#3 9 years ago
Juggernut;4933861It has to be applied only on the door. 1 unit thick, in the middle of the door. If you have any thicker you wont see any entities if you stand in the areaportal.

Areaportal has no thickness. It's a 2D element. The correct way to use it is to cover 5 sides of the brush with system/skip and one side (in the middle of the door entity) with system/areaportal.

Although the VIS compile and the game engine aren't totally foolproof, and sometimes an areaportal simply won't work, usually under special circumstances.




XavantTheEnigma

My explanation? Hacks.

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10th January 2008

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#4 9 years ago

what does system/skip do?

by covering 5 sides of the brush, do you mean pretty much sandwich the door with the system/skip then place an area portal inside of it? (i'm still new to this)




NAB622

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8th October 2005

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#5 9 years ago

It is common misconception that areaportals should be a 1 unit thick brush with the areaportal texture on every face. This is not true. As lassev stated, use system/skip on all but one face. The system/skip texture makes the faces it is applied to have no affect on anything at all, and the single face that has the areaportal texture will create the portal between the two rooms.

The same thing goes for hint brushes.




XavantTheEnigma

My explanation? Hacks.

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10th January 2008

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#6 9 years ago

Thanks guys. Another question for ya, will area portaling at all have some sort of effect on glass that sees into the room that is being areaportaled?




lassev

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#7 9 years ago

Transparent glass must always be a detail brush (unless it's an entity or a patch mesh). So, if you are mapping correctly, the areaportal will have no effect, because the room is in any case leaking through the window hole. However, it might still be worth it to areaportal the door in any case if your map is complex enough to have enclosed places other than the window room and wherever that window is opening to (that is, if the window and the door are opening to different places).




XavantTheEnigma

My explanation? Hacks.

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#8 9 years ago

So many terms, I've never even heard of before. Patch mesh and detail brush? I'm new to mapping so please excuse me haha.

Using an example to explain my understanding of brush, a box that I draw would be a brush... which isn't the texture on that box. Hope I'm getting everything right. Or does "detail" brush mean brushes that have detail compared to something like caulk?

@.@




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#9 9 years ago

A patch-mesh is simply a one-sided surface that allows you to select a density of vertexes and then move these vertexes. There are predefined patch-meshes which take the shape of a cylinder, a bevel or an endcap.

For a detail-brush, I can refer you to General Concepts 102: Lesson 3 - Detail Brushes as it is quite complex and I dont know how to put it in a good way for you to understand.




XavantTheEnigma

My explanation? Hacks.

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#10 9 years ago

So simply put, all of the brushes that I have, which isn't the outer walls that touch the void should be made into a detail brush? This must be why my compile times are stacking up :o