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View Full Version : I hate exact portals



Inferno
January 22nd, 2009, 07:13 PM
I'm working to get the yoyorast v2 model portaled and it's being a bitch. Although all my portals are perfectly aligned with the edges of the door ways it seems to think that they are not. Pictures.

http://www.freewebs.com/infernosk8terstuff/ass%20portals.JPG
http://www.freewebs.com/infernosk8terstuff/ass%20portals.JPG

The yellow triangles are where the "error geometry" is supposedly.

Ki11a_FTW
January 22nd, 2009, 07:27 PM
EVERY door in that area that leads to the exterior has to be sealed, which means every possible exit from the hog bay

Inferno
January 22nd, 2009, 07:29 PM
And it is. Trust me I triple quad checked.

The error is on that portal so I'm trying to figure out whats wrong with it.

edit-
BTW I've portaled maps before I always have random issues similar to this. A lot of the portals on yoyorast are having this problem.

Higuy
January 22nd, 2009, 07:33 PM
Is it flat...?
Like completely dosent have any non-planar.'
The portal, because it has to be.

Inferno
January 22nd, 2009, 07:36 PM
Perfectly flat is planar.

And no I don't think it is but exact portals don't have to be. I don't believe they have to be.

Higuy
January 22nd, 2009, 07:46 PM
Oh I guess not then. I was always pretty sure they had to be.. guess not D:

Ki11a_FTW
January 22nd, 2009, 07:47 PM
Ive made a few maps where they weren't planar and it worked

Arteen
January 22nd, 2009, 07:54 PM
And no I don't think it is but exact portals don't have to be. I don't believe they have to be.
You really should make it flat. Non-planar exact portals can cause problems.

Inferno
January 22nd, 2009, 08:22 PM
I would but the edit poly tool is being a fucking bitch and keeps unwelding shit so I can't use the make planar tools.

Higuy
January 22nd, 2009, 08:24 PM
Just use regular Edit mesh and move the vertex's out so there all planar.
Not to hard.

Inferno
January 22nd, 2009, 08:25 PM
This is not a simple vertex move planar thing. It's a round entrance at a angle (the ramp out of the tunnel next to the ghost base). I'm going to need max to flatten it. The exit for the hog base I can just slice the pane and put a portal on it. Since the exit has a angle in it.

MMFSdjw
January 22nd, 2009, 10:24 PM
There have been times that i have recieved that error yet the portal still works exactly how I want it to.
So, for me, that begs the question, does the portal still work despite the error?

p0lar_bear
January 23rd, 2009, 02:39 PM
What you should do is "cut" the edge of the hog bay off, but keep it there; make a place to put an exactportal that's slightly recessed into the entrance.

Inferno
January 23rd, 2009, 04:56 PM
Alright I did what polar said but It's STILL saying that its not right. The portal is perfectly planar and is welded to all the edges. WTF is wrong with it.

edit-
This is driving me fucking crazy. Help!

Matooba
January 23rd, 2009, 05:56 PM
Did you try the ACTUAL vertexs of the bsp to create the exact portals?

Make sure the normals for the faces point outwards, this will help define the volume between the faces. the normals can be viewed by clicking on the Show Normals check box under Selection. If the normals are not easily visible, the lengths of the visual representations of the normals can be increased using the Scale value. Once this is complete, assign the +exactportal material to the faces by selecting all the faces and setting the Material ID to that of the exactportals.

Inferno
January 23rd, 2009, 06:08 PM
Yes and I'm not a noob. I know how to use max.

p0lar_bear
January 23rd, 2009, 11:05 PM
Is it saying that the portal doesn't define a sealed volume?

I was trying to fix up Wartorn once for the hell of it, including the addition of some portals. For some reason, one base's exactportals were doing the same shit to me. In fact, now that I think about it, I had this same issue with various portals in floodlab (I since put it down, haven't touched it in a while.)

Delete your portals, and try again. But, stop and compile the BSP after you seal off a volume.

Also, make sure your portal's normals are facing the outside of any building you seal. Start by sealing off all rooms and buildings, then try adding exactportals in more complex interiors. (I'm sure you know this though)

Inferno
January 23rd, 2009, 11:44 PM
I fixed a couple of them by using regular portals instead of exact portals. I'm getting closer to having this fixed but not there yet.

I'll try some of the stuff you mentioned tomorrow when I work on it again. For the moment I'm scripting some vehicles.

BTW is there a script to check game types? It would really help if I could get a (if ( = (get_gametype) Race) type script.

p0lar_bear
January 23rd, 2009, 11:56 PM
To check to see if it's race or not, simply have a script look for a named vehicle. Race uses different vehicle spawn points than other gametypes.

Inferno
January 24th, 2009, 12:01 AM
Oh so just have a warthog named race_check and then a script for:
(if ( = (unit_get_health race_check) -1 )
(sv_say "game is race")
(sv_say "game is not race)
)

Correct?


edit-
Also is there any other way to write the script
(begin (if (= (unit_get_health check_vehicle)0)(begin (set is_server true)
(object_destroy check_vehicle))))
It won't work on race because the check vehicle does not spawn. Thus breaking shit because the server isn't the server.

Is it possible to do with with weapons or something else that is guaranteed to spawn?

TheGhost
January 24th, 2009, 01:18 AM
Do what I did and remove the exact portals from that area (Yoyorast Island original). They only caused problems.

FireScythe
January 24th, 2009, 06:05 AM
Looking at it, you've used a 6 sided poly for that portal and the error geometry indicates that the inner edges of that poly are screwed up, so even though it looks flat it isn't. Try making it into 2 quads by connecting the two middle verts.
(Blue is the polys triangles, red is suggested polies.)
http://i362.photobucket.com/albums/oo66/TheFieryScythe/portalprob.jpg
Might work, might not, it's been a while since i've done portals :p.

FireDragon04
January 24th, 2009, 07:22 AM
FireScythe is right, i was just about to post a reply saying exactly that, but saw his, so he saved me a poor drawing or too :dance:.

The sections of a portal need to be flat not spread across the face of like yours are.

Inferno
January 24th, 2009, 10:56 AM
I tried that and I've also made a planar cut on the exit and put a portal their. Neither worked. I'm going to remove that portal like ghost said.