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Portalling Hey, I had a little time again to update my maps for The New Empire, but I'm in trouble again. I have an only outside map: Spoiler: But I have zero FPS, because I can't portal it for rooms... it has 0% of inside places, and if I make the terrains structural (which would help on it for sure), I get a MAX_MAP_VISIBILITY error (it works if they are detail...). So, how could I make the terrains hide what's behind them? PS: I can't HINT portalling, and that would be last thing I have time for. |
Re: Portalling Is the terrain high enough to have blind spots where you cannot see other areas of the map and if so (I'm not well versed in leaf nodes or portals or whatever those things are) could you put a portal in there? |
Re: Portalling Well, my wekness is portalling. I can only AREAPORTAL between rooms :D By the way yes, we can't see other parts of the map above the terrain. |
Re: Portalling You want antiportals. (Visibility occluding brushes - 5 sides of the brush get system/skip, one is system/antiportal.) |
Re: Portalling Must the player see the antiportal to work? Or I can put it into the mountains? :P |
Re: Portalling Tested, it can be in the mountains. Thank you, I'll try to do it somehow :D Now it cut the top of my mountains, which is really sad: Spoiler: Oops, forgot to edit, sorry. |
Re: Portalling Quote:
Maybe take a look at this UDK tutorial - the basic idea is the same, except it's precalculated in the Quake 3 Engine (I think it's dynamic in the UDK) and you can ignore the talk about additive/subtractive geometry, that doesn't apply to us. |
Re: Portalling Well, I think I already understand it, thank you :D I'll have "a little" work with this, shhhh... EDIT: Btw now if I put it in the mountains, it doesn't hide anything (however, it's still big enough)... but if I pull it a little taller, over the terrain, it hides what's behind it, but my mountain tops too :< |
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