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View Full Version : Portaling an Single Player map?



Newbkilla
May 5th, 2009, 09:09 PM
Just wondering if any of you know how to portal an sp map. I seem to be having problems with Halo. Here's a video.

http://www.xfire.com/video/b3191/

No open edges, its about 15k polygons, or about 30k triangles. This didn't happen before I added a new part consisting of maybe 7k triangles. So I'm assuming it's a portaling issue. Which is why I need to know how to do that.

Advancebo
May 5th, 2009, 09:15 PM
How do you portal an single player map?

Sel
May 5th, 2009, 09:16 PM
Wait, do you have portals?

Newbkilla
May 5th, 2009, 09:18 PM
No, I do not. I was recommended to try them. And I want to know how to implement them.

E/ Advance it was a typo. Don't act all smart. It's very easy to press an extra key when you're tired.

Sel
May 5th, 2009, 09:20 PM
Heh, me and mass had the same issue on rev when we compiled the first bsp. Clipping issues like this usually are the result of portals, but in this case it's the lack thereof. They're really hit or miss though so fuck around with them and be prepared to compile many different versions of the bsp with new portals to get them right.

On a sidenote il duce suggested that nearly co-planars may cause this, but clearing up those is easily just as much, if not more effort than getting the portals working right.

Newbkilla
May 5th, 2009, 09:22 PM
I almost always get nearly coplanars. I usually just ignore them. As for clipped surfaces, I know how to fix those, and they usually fuck up lightmaps. I have none of those. What throws me off is how I added more triangles to the map, and now this happens.

p0lar_bear
May 7th, 2009, 02:15 AM
Read the "Level Creation - Part 2" section of the official HEK tutorial (http://www.modacity.net/docs/hektutorial/) for a basic rundown on implementing portals into ANY map.

The point of portals is to break up level geometry so the engine will cull geometry not currently visible to the player, and also to define where certain weather effects, sound environments, and ambient sound effects are.

Typically, if you have an outdoor map with indoor areas, you will want to seal off the openings and apply the exactporal material to those new faces do define a sealed volume, and make sure that you do not intersect exactportals with normal portals. Past that, I can't really say how the art of portalling is done.

GameGodLazy
May 13th, 2009, 04:05 AM
in that area isnt it smarter to cut the big bsp in smaller bsp's.
Just maybe that will help fixing the problem but i'm not an expert at this kind of stuff

just a suggestion