How do you make door portals
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How do you make door portals
???????????? door portals????????????????

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Bjarne BZR
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Oh ok I know how they work, now I hope you'll soon know too
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An areaportal brush (i.e. a brush with the common/areaportal texture on all sides) can be placed in a door to make an uh areaportal
. This is a portal between two areas. An area is a group of 'independent' vis_leafnodes, or in more tangible words, a seperate area in your map. In this case I mean with 'seperate' and 'independent' that from any location in the area it is impossible to see any other area, except 'through' areaportalled doors. If you manage to split up your map in this kind of areas you should be able to get a large fps gain by placing areaportal brushes in the doors between different areas. If you do it well, when all doors are closed only the brushes and entities in the area you're currently in will be drawn. This is the only way to make doors 'structural' for the compiler. Keep in mind though that areaportals should make for a full enclosure with structural brushes. If the compiler manages to calculate even one small line of sight from one area to another without passing an areaportal, it won't work 
Well I hope this makes at least any sence. I know I'm not great at explaining things in an understandable way
An areaportal brush (i.e. a brush with the common/areaportal texture on all sides) can be placed in a door to make an uh areaportal
Well I hope this makes at least any sence. I know I'm not great at explaining things in an understandable way
ok if you had a group of area portals would you have to define it with a target name or something, or does the compiler automatically reconize this,
so if i had a room with 2 windows and 1 door and a vent, and had those all covered with area portals making sure my walls and everything is structural, do I have to give them all a name for the one room, or just leave it..
so if i had a room with 2 windows and 1 door and a vent, and had those all covered with area portals making sure my walls and everything is structural, do I have to give them all a name for the one room, or just leave it..

~serph~
Oh one thing I forgot. Areaportals can only be placed in doors (and possibly a few other entities). So if you have a window from one area to another you can't place an areaportal there
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The compiler will automatically make those areas. You don't need to set a targetname. Actually you can't, since areaportals are not entities.
I think the Quake 3 engine has a limit to the number of areaportals that can be made, but I'm not sure.
This is what the shader manual says about areaportals:
The compiler will automatically make those areas. You don't need to set a targetname. Actually you can't, since areaportals are not entities.
I think the Quake 3 engine has a limit to the number of areaportals that can be made, but I'm not sure.
This is what the shader manual says about areaportals:
I however do not think the design note is correct3.13.2 areaportal (content)
A brush marked with this keyword functions as an area portal, a break in the Q3MAP tree. It is typically placed on a brush inside a door entity (but is not a part of that entity). The intent is to block the game from processing surface triangles located behind it when the door is closed. The brush must touch all the structural brushes surrounding the areaportal.
Design Note: Areas that are connected by more than one structural pathway are not very condusive to the use of areaportals. I.e. 2 rooms connected by 2 hallways. The areas will not be separated because successful separation requires that 1 areaportal completely block any 2 given areas.
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Bjarne BZR
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OK, in door but not in windows... How about in doors that have windows in them ( Like I have in Vemork factory ) 
Just kidding... If it worked it would act as a badly placed targeted vis_leafgroup i gues... iding stuff you should be able to see.
Serously: It will work like a targeted vis_leafgroup that is disabled when the door is open then? Correct?
Just kidding... If it worked it would act as a badly placed targeted vis_leafgroup i gues... iding stuff you should be able to see.
Serously: It will work like a targeted vis_leafgroup that is disabled when the door is open then? Correct?
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Casquebleu
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If it can help :
http://perso.wanadoo.fr/amigos/tuto-moh/tuto-area.htm
This is in french but there are some screenshot that explain how it works !!!
.map file can be found here Here !!!
www.caskami.fr.st
http://perso.wanadoo.fr/amigos/tuto-moh/tuto-area.htm
This is in french but there are some screenshot that explain how it works !!!
.map file can be found here Here !!!
www.caskami.fr.st
Caskou, Mappeur Fou
- williewisp
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does that mean that if there is a window that is c thru, in the building ther is no point using the areaportal?jv_map wrote:Oh one thing I forgot. Areaportals can only be placed in doors (and possibly a few other entities). So if you have a window from one area to another you can't place an areaportal there
also
Q2
I was wondering what the difference is between these portals in the common textures
1. Area portal
2. Portal
3. Sky portal
and 1more
Q3
Also when you?re using it in a map, I?ll use an example.
1 house in a map wit
2 doors & 4 windows(func_window used)
When using the portal do I just put it covering the door?s, to make an enclosure?
or Do I have to put it anywhere else?
(or am i lost?
it's not a time for thinking its a time for drinking!

