View Full Version : About Portalling...
Sever
June 27th, 2007, 11:42 PM
I'm remaking a few HCE maps for HCE & H2V right now, and one of them is Chiron TL-34. My remade version, Athens Station, will have a pretty high poly count with the detail I plan to add, and I was wondering how far I could go with portalling. (ie, could I have the game render only your biped's current room and the adjacent rooms, or even just your current room and nothing else.) I have no idea how portalling is done, so I would need someone to help me determine what to portal, if anything at all, when I reach that stage in modeling.
Con
June 28th, 2007, 12:02 AM
If it's like the classic chiron where you have completely seperated rooms, then it shouldn't render those other rooms anyway without doing any portalling.
Sever
June 28th, 2007, 07:01 AM
I've somehow managed to connect all of the rooms with short hallways separated by two sets of doors, so does that change anything? There are also a few (like 3 or 4) areas where you might be able to see into the room beyond an adjacent room if all four sets of doors are open at the same time. (ex- Red base-> the long hallway leading from the left of Red Base -> The yellow ramp room.
Con
June 28th, 2007, 10:58 AM
The only thing I know is that seperated rooms automatically aren't rendered. I'm not a portal expert :saddowns:
Ki11a_FTW
June 28th, 2007, 01:49 PM
with a portal if you stand stand infront of it then ue dev cam and go out of the bsp then back into it on the other side of the portal, ull notice that the rest does not render right away, it does that to save FPS and for seperate backround sounds
p0lar_bear
June 28th, 2007, 03:41 PM
Put an +exactportal in EVERY DOORWAY.
When the camera looks through an exactportal, only the polygons that would be visible through that portal are rendered, no more, no less.
Sever
June 28th, 2007, 08:10 PM
Thanks all, and especially Polar. Also, can this be done with unbreakable glass separating areas? I'm guessing so...
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