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eh, stupid question: how do i make an areportal?


pakmannen

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Posted

Rich said they Can be found in system.. why they are there I don't know cause they're not there for me!! try yavin_mirror texture from system that should work.. but not for this mapper!!

Posted

You know, i had the same prob with missing some system textures. Try this...

Go to C:\Program Files\Lucasarts\Jedi Knight 2 Jedi Outcast\...etc... For some reason the installation dumps a pk3 in the base folder there. (even though i didn't install the game there).

Go there and copy and extract that pk3 to you actual outcast dir.

That worked for me:)

Posted

Mmm yes, areaportal is mentioned in my func_door tutorial. Perhaps I should clarify its use somewhere later though... I think I made it a bit too all-encompassing.

 

In any case, it should indeed be system/areaportal

 

If you don't see it, try unzipping mapextras.pk3 to base/. Sometimes that clears up the problem.

Posted

whops, forgot to say that i already solved the problem, i just checked system one more time, and there it was, don't know how i could have missed that big yellow thing! :D

 

and i actually managed to get it to work on the first compile! haha! congratulate me!

Posted

I think you can use an area portal anywhere.

 

A leaf-node can be taken interchangeably to mean one of two things. A concave region of space inside the BSP hull or a polygon (face). Think of the entire inside of the level being split up into little concave (from an internal perspective) cubes and you'll somewhat grasp the idea of what a leaf-node would look like, if you could indeed see it. Portal, refers to the point that two leaf-nodes intersect (where you pass from one to the other).

Posted

Portals can't go anywhere, or they will often create HOM effects. Portals should only be used inside brush-based entities that fill hallways (most func_doors, some func_plats, etc)

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