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Portal problems


riceplant

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Okay, first off, I'm pretty sure this is the right place to post, but I'm not 100% certain.

 

Anyway, now that's over with, my problem: I downloaded GTK Thursday, and everything has been fine so far. However, I recently tried to use a mirror, and it didn't work. Neither do the camera portals (hence the subject). I have been learning from Bubba's Quake 3 tutorial, and have managed to figure out most of the differences in JA. However I cannot figure what is wrong with my portals.

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Nope, still not working properly.

shot0014.jpg

When I get really (and I mean really) close, it works. But from any sort of distance, nothing. However, there is no misc_camera_surface. There's a misc_portal_surface, and a misc_portal_camera. I've tried it with both, and neither works.

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I can't believe I didn't think of this before. I just tried it in developer mode, and when (In 3rd person mode) I move the camera round inside the brush (So I'm facing sideways), I get a recursive mirror/portal error. Is this helpful to anyone trying to help me? I would post a recording, but I don't know how.

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That's called "HOM," short for "hall of mirrors." Is your mirror brush touching the void? I'm not sure, but it may be necessary for mirror brushes to be detail brushes inside a structural hull.

 

Use misc_portal_surface for mirrors, misc_portal_camera for, well, cameras.

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I'm sorry, I don't think I was clear enough before. I don't get HOM, but in developer mode the console says I have a recursive mirror/portal error. The mirror/camera works, but only if I'm actually touching it, and am in first person mode. No, making it detail didn't help, and no, it's not touching the void. I've uploaded a simple map (Click) to show how I'm making mirrors. If anyone could find the time to take a look at it and tell me what I'm doing wrong, I'd be very grateful. Or send me a sample map with a working mirror. Or even a step-by-step guide on how to make mirrors. I hope I'm not asking too much.

 

EDIT: I thought that you needed both a portal_surface and a portal_camera for a camera. The surface is to set up the portal, and the camera is linked to set the location of the camera.

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Here is a test-map I made. The camera-stuff is working, but if you are going to edit it, I recommend not to edit too much of the entities, like where they're placed and angles and so on as it might get something screwed up...

 

Once again: Happy birthday!

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well, MY map includes two rooms, one room with the portal-surface, and the other with the portal surface's target, and a kyle which just stands there... No I do not have two portal surfaces facing each other as that will cause a HOM :naughty:

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There doesn't seem to be anything wrong with your map to me, SMoKE. Sure, you didn't set the camera's roll, but that's unimportant. The important thing is I now know what the problem is. I didn't have a caulk brush behind my portal. I don't know why, but the caulk brush was not mentioned in Bubba's tutorial. I guess this means you didn't need one for Q3. Now I just need to figure out why it's doing this (Click).

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All I know is that if I replace the caulk brush with a regular textured brush, it stops working. What is caulk, anyway? Oh, and I fixed the screenshot. The problem is, as you can perhaps see at the right, I can see through my mirror into another room. Would an antiportal work for this? I'm not sure what they're for, but they seem to act like the void. This is happening everywhere else, too. I am seeing straight through a wall into another space.

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Did you notice in the map I submitted... The misc_portal_camera is placed a bit out of the wall... There is 24 units between the wall and the misc_portal_camera, and 24 units between the ceiling and the misc_portal_camera.

I guess that if you just place your misc_portal_camera with a bit distance between the wall and the ceiling, it'll work fine :)

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I wish it were that simple. Actually, the room behind the portal is visible, and it gets worse the more I put behind it. It works normally as long as there is nothing but void behind the portal, but as soon as I place a room there, I can see into it rather than through the camera. As you can imagine, this is less than ideal. I just wish I could figure out what's going on.

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may I suggest putting

 

depthWrite

 

into it (shader)? Example:

 

textures/name/camera

{

qer_editorimage textures/system/qer_portal.tga

surfaceparm playerclip

surfaceparm nolightmap

surfaceparm nomarks

portal

{

map gfx/colors/black

blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA

depthWrite

alphaGen portal 16384

}

}

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