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§partan 8
July 10th, 2008, 07:09 PM
When I export my map with portals, the portals export nicely with no errors. When I export portals with player clip I get portal errors. Player clip has no errors and are not overlapping any polys. Any ideas why it might do this?

PenGuin1362
July 11th, 2008, 09:31 AM
What symbol did you use for the player clip material?

Bastinka
July 11th, 2008, 09:35 AM
Was about to say you could've named a material wrong, also I'm not really sure but are the planes more than 1 poly?

MMFSdjw
July 11th, 2008, 01:10 PM
player clip can be any shape geometry you want as long as it's sealed.
@ for clip that will block everything
* for player only clip

§partan 8
July 11th, 2008, 03:58 PM
Was about to say you could've named a material wrong, also I'm not really sure but are the planes more than 1 poly?

I named it "example_tutorial_playerclip*"



Was about to say you could've named a material wrong, also I'm not really sure but are the planes more than 1 poly?

Yes its more then one poly and it is sealed.


http://img329.imageshack.us/img329/4426/26858473ad7.jpg (http://imageshack.us)


http://img329.imageshack.us/img329/6560/17748033ti3.jpg (http://imageshack.us)

MMFSdjw
July 11th, 2008, 06:12 PM
Hmmm... that's odd.
Well I'd say for one thing, the outer ring and the ceiling of those clips are unneccessary, just use your skybox for that.
And exten the cips around the top of the terrain to meet the skybox.
does that make sense?

What exactly is the portal error you're getting?

§partan 8
July 11th, 2008, 07:24 PM
http://img301.imageshack.us/img301/2030/58614705ng6.jpg


I get that error. But when I don't export the map with player clip the those portal errors don't show up in tool. It's weird.

MMFSdjw
July 11th, 2008, 08:30 PM
many times you can safely ignore those errors.
Import the wrl to see which parts give that error and look at the wireframe in game and see if those areas are causing any vis errors.

I think you'll be able to safely ignore these.

§partan 8
July 12th, 2008, 03:13 PM
many times you can safely ignore those errors.
Import the wrl to see which parts give that error and look at the wireframe in game and see if those areas are causing any vis errors.

I think you'll be able to safely ignore these.


Ok, I'll give it a shot.