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MetKiller Joe
October 4th, 2008, 02:13 PM
I've scoured both HM and here trying to find a reliable source for reference or instruction. I haven't been able to find anything that tells me specifically how portals work.

http://i31.photobucket.com/albums/c369/theone2kill/culling_error_max.jpg

http://i31.photobucket.com/albums/c369/theone2kill/portalingerror.jpg

My problem is that one side of the map is looking at the majority of the level while the other isn't. Now, I've looked at the HEK, but that technique does not do much. I've looked at this (http://www.modacity.net/forums/showthread.php?t=5064&highlight=portals) which I thought I could use, but I am not sure how portals are used to define what areas to render. I do not understand how portals determine what geometry is rendered and which is not.

MMFSdjw
October 4th, 2008, 03:25 PM
Old thread reseaching and testing portals, lots of good info in there. (http://gbxforums.gearboxsoftware.com/showthread.php?t=17321)

Ki11a_FTW
October 4th, 2008, 03:40 PM
ew terrain is ew

MetKiller Joe
October 4th, 2008, 04:07 PM
ew terrain is ew

Which is why I didn't bother posting until it was absolutely necessary.

Higuy
October 4th, 2008, 04:32 PM
Looks cool. Hope you get that probelm fixed.

Matooba
October 4th, 2008, 08:02 PM
It may be the direction of your normals. I think its north and east they should be facing.


Per HEK:
Make sure that the normals are consistent for all the faces, this will determine how the portal volumes are created. In the example, the faces running "East" to "West" have their normals pointing North, while the faces running "North" to "South" have their normals facing "East".

MMFSdjw
October 4th, 2008, 08:09 PM
also remember your portals do not have to all be perfectly square.

Skyline
October 4th, 2008, 08:38 PM
You can also reduce poly count where it is not needed, here:
http://img504.imageshack.us/img504/7135/wastagevy8.jpg

ThePlague
October 4th, 2008, 09:47 PM
Looks heightmapped, then edited...

kenney001
October 5th, 2008, 01:56 AM
the optimize or multi-res tools in max are wonderful most of the time. I would suggest using one...then devote a little time to fixing some errors they cause.

MetKiller Joe
October 5th, 2008, 11:01 AM
I extend a thanks to all that helped. MMFSdjw, thank you for the article; it helped immensely.