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area portals
Posted: Mon Sep 19, 2005 11:10 pm
by neillomax
Can you use an area portal in an OPEN doorway without having a "function rotating" door ?, and still have it do what it's suppose to do.?
Posted: Tue Sep 20, 2005 12:32 am
by lizardkid
i think portals are just sealed off sections, doors just happen to be convienient because they open and change portals.
if it doesnt work place a hint brush on the doorway. The compiler will do it automatically.
but, why do you want to have an open doorway have two portals on it?
Posted: Tue Sep 20, 2005 1:10 am
by neillomax
I tried hint brushes, and just thought if I used porals, I could get better fps. The doorways in question are too wide to use doors. Won't look right.I really don't want to have to use vis leafgroups because I'm not good at applying them, but may have to apply my talent and take a stab at it. Fps are between 79+ and 130+, but want to raise them higher.
Posted: Tue Sep 20, 2005 4:52 am
by bdbodger
If you put an areaportal in an open door way you will get the hall of mirrors effect until you step through it . A long way around that is too put the area portal inside a script object and a trigger that uses a thread in the script and in script use $SO openportal or something like that.
Posted: Tue Sep 20, 2005 3:30 pm
by Bjarne BZR
The nice thing with areaportals is that if you place them in a door: they will be automatically controlled by the door opening and closing. If you place it somewhere else: you will have to control it yourself.
I explain Areaportals here:
http://gronnevik.se/rjukan/index.php?n=Main.Areaportals
( contains an example map with both script controlled and door controlled areaportals )
trigger
Posted: Tue Sep 20, 2005 8:08 pm
by tltrude
Hmmm, I wonder if using a trigger to "openportal" would work?
Posted: Tue Sep 20, 2005 8:12 pm
by jv_map
Yes, but it would open the portal for all players.