Wes Marrakesh Posted July 31, 2002 Share Posted July 31, 2002 Why doesn't typing in r_showtris 1 in console and pressing enter make it so i see all the triangles being drawn? Link to comment Share on other sites More sharing options...
Emon Posted July 31, 2002 Share Posted July 31, 2002 Because you're in MP. I think you have to put in developer 1 first. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 31, 2002 Author Share Posted July 31, 2002 let me try that... brb Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 31, 2002 Author Share Posted July 31, 2002 that doesn't work... says it is cheat protected even when i load it with devmap... Link to comment Share on other sites More sharing options...
Emon Posted July 31, 2002 Share Posted July 31, 2002 DEVMAP mapname developer 1 r_showtris 1 Yes, it works, I just tried it. If you got cheat protected, you weren't in devmap mode. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 31, 2002 Author Share Posted July 31, 2002 well, that was what i did.... i'll go try again... Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 31, 2002 Author Share Posted July 31, 2002 thx Emon, it works now... next question: Why do i get this error when i compile? WARNING: areaprotal_(a number) doesn't touch two areas even when i have checked that it is touching structural.. and aren't structural brushes supposed to block Vis? they don't seem to... Link to comment Share on other sites More sharing options...
RichDiesal Posted July 31, 2002 Share Posted July 31, 2002 Just test it in SP. It will work there. Link to comment Share on other sites More sharing options...
Xzzy Posted July 31, 2002 Share Posted July 31, 2002 areaportals have to completely fill the door they're inside, and this doorway has to be in a hallway. Portals never seem to work when you're trying to put one between two rooms that share a wall. From top down view, put the area portal inside the door and make it only a few units thick. The thinner it is the better it seems to work. Then switch to a horizontal view and make the brush flush with your door brushes. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 31, 2002 Author Share Posted July 31, 2002 that's what i've done.... and the room and the hallway share a wall... Link to comment Share on other sites More sharing options...
Xzzy Posted July 31, 2002 Share Posted July 31, 2002 Is the room "sealed"? Basically areaportals can also fail if there is a "leak" in your map that allows an entity to find another way of getting to the other side of the area portal. Meaning if you hvae a room with two doors, you'll need two areaportals. If you have three doors, you need three portals. And by sharing a wall i meant that one side of a brush is in one room, and the other side is part of the other room. I could forsee doing that with a hallway causing problems too. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted August 1, 2002 Author Share Posted August 1, 2002 no, nothing goes through the dividing brush... is it my windows? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted August 1, 2002 Share Posted August 1, 2002 so what is up with areaportals? i though that stuff was put in automatically during compile; why do you need to manually put areaportals in? i.e. what circumstances does it help? Link to comment Share on other sites More sharing options...
pakmannen Posted August 1, 2002 Share Posted August 1, 2002 where can i find the areaportal texture?! is it the "portal" shader? or maby "portal_door" ? please help! Link to comment Share on other sites More sharing options...
Xzzy Posted August 1, 2002 Share Posted August 1, 2002 yes, it would be your windows that are breaking the areaportals. And for george, the code that determines what parts of the map get drawn from any other part of the map is good for most situations, but sometimes it needs a little bit of help to get the absolute best speeds out of the map. It's just a little computer program that does what it's told to do.. it hasn't been explained how to deal with every situation a mapper might create, so the good folks at id software put in features to enable a savvy map maker to tweak the compile process into getting the best case scenario. Link to comment Share on other sites More sharing options...
RichDiesal Posted August 1, 2002 Share Posted August 1, 2002 Originally posted by idontlikegeorge so what is up with areaportals? i though that stuff was put in automatically during compile; why do you need to manually put areaportals in? i.e. what circumstances does it help? You must put areaportals in areas where you want a brush-based entity (such as a door) to block VIS. If you do not, since entities do not block VIS (during compile), the room behind your doorway will be drawn even when the door is closed. Link to comment Share on other sites More sharing options...
Karshaddii Posted August 2, 2002 Share Posted August 2, 2002 People--you really, really gotta learn this. I have seen quite a few maps that would have been great--but the lag kilt them cause there were no area_portals. If you can master them there will be no--or little need for the complicated and conphusing hint brushes. Link to comment Share on other sites More sharing options...
RichDiesal Posted August 2, 2002 Share Posted August 2, 2002 Hint brushes aren't really all that complex, it's just that there are relatively few places where you actually need to use them, and most people, once they figure out how they work, try to put them everwhere. Link to comment Share on other sites More sharing options...
Emon Posted August 2, 2002 Share Posted August 2, 2002 Putting them everywhere like that usually makes things worse, too. Link to comment Share on other sites More sharing options...
RichDiesal Posted August 2, 2002 Share Posted August 2, 2002 Yes, though not in terms of gameplay... every well-placed hint brush will indeed help framerate/r_speeds, but at what cost? A 1fps jump from 20 or 30 hint brushes may add an hour or two to your compile. It's just typically not worth the effort. Link to comment Share on other sites More sharing options...
Emon Posted August 2, 2002 Share Posted August 2, 2002 Adding more and more hint brushes where not needed will result in extra surfaces, which reduce framerate. Link to comment Share on other sites More sharing options...
idontlikegeorge Posted August 2, 2002 Share Posted August 2, 2002 ok, i understand what a hint is, so what does an area portal do that is different? (remember please i just jumped off the HL engine - i may need a little catch-up but im not a newbietard) Link to comment Share on other sites More sharing options...
Xzzy Posted August 2, 2002 Share Posted August 2, 2002 areaportal would be like a dynamic hint brush. It tells the game, when this door is closed, don't draw anything behind it.. even if it's in the potentially visible set (most folks call it PVS). Hint brushes do nothing like that. The game may draw a part of the world, even if there's no possibility you can see it, if it falls into the pvs. Hints are just that, hints. The game will use them as it sees fit. Areaportals cannot be ignored, unless the room you are trying to portal "leaks" and the areaportal fails. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted August 2, 2002 Author Share Posted August 2, 2002 so.... where would you ideally put hint brushes? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted August 2, 2002 Share Posted August 2, 2002 so like what if i have a door thats set to be open by default? can it be used with other entities as well? Link to comment Share on other sites More sharing options...
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